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Virtual Reality in Improving Anticipatory Postural Adjustments to Step Initiation in Individuals with Knee Osteoarthritis: A Randomized Controlled Trial. 虚拟现实技术在改善膝关节骨性关节炎患者起步时的预期姿势调整方面的应用:随机对照试验。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-04-01 Epub Date: 2024-03-05 DOI: 10.1089/g4h.2023.0154
Luana Karine Resende Oliveira, Amélia Pasqual Marques, Karen Flaviane Assis Andrade, Jéssica Cristina Santos de Assis, Aymee Lobato Brito, Givago Silva Souza, Bianca Callegari

Background: Virtual reality (VR) has been suggested as a new therapeutic approach in various sectors of rehabilitation, including the treatment of patients with knee osteoarthritis (OA), and one of its treatment goals is to improve the gait pattern and walking ability of patients. Objective: This study aimed to evaluate if VR, along with conventional physiotherapy treatment (CT), has superior effects to kinesiotherapy alone on pain, physical capacity, balance, and the parameters of anticipatory postural adjustments (APAs) in patients with knee OA. Design: This study is a single-blind randomized controlled trial. Setting: Secondary care at Hospital SARAH Network of Rehabilitation Hospitals, Brazil. Participants: Forty participants (31 women and 9 men) with knee OA in at least one knee and able to ambulate independently. Intervention: A rehabilitation program (8 consecutive weeks, 50-minute session, twice a week). Patients were randomized into the intervention groups CT or VR. Main Outcome Measures: Primary-latency of APA, amplitude of APA, and time to reach the maximum acceleration amplitude. Secondary-balance control by Mini-Balance Evaluation Systems Test, pain, and physical capacity by Western Ontario and McMaster Universities Arthritis Index. Results: The results of the study showed that conventional treatment significantly improved pain intensity, physical capacity, and balance in individuals with knee OA; however, only the group that used VR showed improvement in the APA parameters. Conclusion: This study demonstrated that VR associated with conventional treatment improved APAs in patients with knee OA.

背景:虚拟现实(VR)被认为是康复领域的一种新的治疗方法,包括膝关节骨关节炎(OA)患者的治疗,其治疗目标之一是改善患者的步态模式和行走能力。研究目的本研究旨在评估在常规物理治疗(CT)的基础上,VR 对膝关节 OA 患者的疼痛、体能、平衡以及预期姿势调整(APA)参数的影响是否优于单纯的运动疗法。研究设计本研究为单盲随机对照试验。研究地点巴西 SARAH 康复医院网络的二级医疗机构。参与者: 40 名参与者(31 名女性和 9 名男性):40名参与者(31名女性和9名男性),至少一个膝关节患有膝关节OA,能够独立行走。干预措施康复计划(连续 8 周,每次 50 分钟,每周两次)。患者被随机分为 CT 或 VR 两组。主要结果指标:主要指标-APA的延迟、APA的振幅和达到最大加速度振幅的时间。次要指标-迷你平衡评估系统测试的平衡控制、疼痛和西安大略和麦克马斯特大学关节炎指数的体能。研究结果研究结果表明,常规治疗能明显改善膝关节 OA 患者的疼痛强度、体能和平衡能力;但只有使用 VR 的组别在 APA 参数方面有所改善。结论本研究表明,VR 与常规治疗相结合可改善膝关节 OA 患者的 APA。
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引用次数: 0
Digital Educational Game "O Jardim do Ferro": A Tool for the Prevention of Iron Deficiency Anemia in Childhood. 数字教育游戏 "O Jardim do Ferro":预防儿童缺铁性贫血的工具。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 DOI: 10.1089/g4h.2023.0006
Rejane Bermudes Costa Beber, Nicholas Doviggi Meyer, Gabriel Rodrigues Felipetto, Marianne Machado, Margarida Reis Santos, Camila Lehnhart Vargas, Franceliane Jobim Benedetti

Objective: To create and evaluate a digital educational game (DEG) for preschool children for the prevention of iron deficiency and iron deficiency anemia. Methodology: The DEG software was developed by a multidisciplinary team, according to Chandler's methodology, in Engine Unity. The game is a 2D platformer, for Android, with three different phases. A quiz was developed for parents/caregivers about iron absorption and anemia. The quiz content was evaluated by experts. The evaluation of the game was carried out through a questionnaire applied in the school for children from 4 to 6 years of age. Results: For the construction of the game, programming, team planning, art, and soundtrack were necessary. The game was registered at the National Institute of Industrial Property. The quiz was evaluated by 14 experts and all questions had more than 80% agreement. The questionnaire was answered by 32 children with a mean age of 5.0 ± 0.7 years, and ∼70% evaluated the game positively. Thus, the acceptability of the software was favored by most players. Conclusion: The "O Jardim do Ferro" software, from its conception to evaluation, proved to be a promising tool to contribute to food and nutrition education actions, providing opportunities for the construction of knowledge about iron-rich foods for the prevention of iron deficiency and iron deficiency anemia in childhood.

目的为学龄前儿童制作并评估一款预防缺铁和缺铁性贫血的数字教育游戏(DEG)。方法:数字教育游戏软件是由一个多学科团队根据钱德勒的方法,使用 Unity 引擎开发的。该游戏是安卓系统的 2D 平台游戏,分为三个不同阶段。为父母/照顾者开发了有关铁吸收和贫血的测验。专家对测验内容进行了评估。对游戏的评估是通过在学校对 4 至 6 岁儿童进行的问卷调查进行的。结果:游戏的制作需要编程、团队策划、美术和配乐。该游戏已在国家工业产权局注册。14 位专家对测验进行了评估,所有问题的同意率均超过 80%。32 名平均年龄为 5.0±0.7 岁的儿童回答了调查问卷,70% 的儿童对游戏给予了积极评价。因此,软件的可接受性得到了大多数玩家的青睐。结论O Jardim do Ferro "软件从构思到评估,都证明是一个很有前途的工具,有助于开展食品和营养教育活动,为构建富含铁的食品知识提供了机会,从而预防儿童缺铁和缺铁性贫血。
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引用次数: 0
Attention Training Improves Executive Functions and Ameliorates Behavioral Symptoms in Children with Attention-Deficit Hyperactivity Disorder: Implication of Tele-Cognitive-Rehabilitation in the Era of Coronavirus Disease. 注意力训练可提高注意力缺陷多动障碍儿童的执行功能并改善其行为症状:远程认知康复在冠状病毒疾病时代的意义》。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2023-10-19 DOI: 10.1089/g4h.2023.0002
Vahid Nejati, Zahra Derakhshan

Background: Children with attention-deficit hyperactivity disorder (ADHD) struggle with impaired attention, leading to impaired executive function and behavioral symptoms. In this study, we aimed to evaluate the effect of attention training on executive functions and behavioral symptoms in children with ADHD, in a tele-cognitive-rehabilitation setting. Methods: Thirty children (mean age: 9.93 ± 1.68 years, 21 boys) with ADHD were randomly assigned to 2 equal groups of attention training and active control group. Attentive Rehabilitation and Improvement of Attention (ARIA) and a class of storytelling were used for intervention in two groups, in an online platform. Continuous performance test, one-back test, Wisconsin card sorting test (WCST), Conner's parent rating scale, and behavioral rating inventory of executive function (BRIEF) were used for assessment in three-baseline, postintervention, and follow-up sessions. Repeated measures analysis of variances were used for analysis. Results: ARIA leads to significant improvement in omission error (P < 0.001), commission error (P = 0.006), and response time (P = 0.005) of continuous performance test, cluster (P = 0.001), but not preservation error (P = 0.110) of WCST, accuracy of NBT (P = 0.004) and the score of Conner's parent rating scale (P < 0.001) and BRIEF (P < 0.001). These results indicate improved attention and executive functions, amelioration of ADHD symptoms, and improved behavioral performance. Conclusion: This study suggests that attention can be trained through tele-cognitive rehabilitation using a remediation program in children with ADHD. The effectiveness of this training can be confirmed by examining the transfer of training effects to other untrained cognitive domains, executive functions, symptoms of ADHD, and behavioral performance.

背景:注意力缺陷多动障碍(ADHD)儿童因注意力受损而挣扎,导致执行功能和行为症状受损。本研究旨在评估在远程认知康复环境中,注意力训练对多动症儿童执行功能和行为症状的影响。研究方法将 30 名多动症儿童(平均年龄:9.93 ± 1.68 岁,21 名男孩)随机分配到注意力训练组和积极对照组。两组分别采用注意力康复与改善(ARIA)和一堂故事课,通过在线平台进行干预。连续表现测试、单背测试、威斯康星卡片分类测试(WCST)、康纳尔家长评分量表和执行功能行为评分量表(BRIEF)分别用于基线、干预后和随访三个阶段的评估。分析采用重复测量方差分析。结果显示ARIA显著改善了连续表现测试中的遗漏错误(P P = 0.006)和反应时间(P = 0.005)、WCST中的群集错误(P = 0.001),但没有改善保存错误(P = 0.110)、NBT的准确性(P = 0.004)和Conner家长评分量表的得分(P P 结论:ARIA可以改善儿童的注意力:本研究表明,通过远程认知康复训练,可以对多动症儿童进行注意力训练。这种训练的有效性可以通过研究训练效果向其他未训练的认知领域、执行功能、多动症症状和行为表现的转移来证实。
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引用次数: 0
Reducing Stigma Toward People with Serious Mental Illness Through a Virtual Reality Intervention: A Randomized Controlled Trial. 通过虚拟现实干预减少对严重精神疾病患者的污名化:随机对照试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2023-09-11 DOI: 10.1089/g4h.2023.0118
Matías E Rodríguez-Rivas, Adolfo J Cangas, Andrés Martin, Javiera Romo, J Carola Pérez, Sara Valdebenito, Laura Cariola, Josefina Onetto, Bárbara Hernández, Francisco Ceric, Pablo Cea, Patrick Corrigan

Background: Stigma toward people with serious mental illnesses (SMI), like schizophrenia, is a serious global public health challenge that limits the quality of life of those affected and poses a major barrier that keeps people from seeking professional help. There is an urgent need for novel, effective, and scalable interventions to decrease stigmatized perceptions of chronic psychotic disorders and to reduce the health burden imposed by them. Method: We conducted a randomized controlled trial to assess the impact of a new immersive virtual reality game (Inclúyete-VR) on the level of stigma toward people with SMI, measured by the Attribution questionnaire (AQ-27). Participants in the experimental group were exposed in an immersive way to hallucinations common in schizophrenia, then shown different psychosocial resources available for their recovery and social inclusion; those in the control group used VR software unrelated to mental health. VR sessions were delivered through Oculus headgear and lasted 25 minutes. Results: We randomly assigned 124 university students (55% female) to experimental or control conditions (n = 62 each). We used mixed ANOVA to compare outcomes before and after the intervention between the two groups. We found a significant intervention-by-time interaction (P < 0.001), with a reduction in the experimental group of overall stigma levels on the AQ-27 scale and its three subscales: dangerousness-fear, avoidance, and lack of solidarity (P < 0.001 for all). Conclusions: The Inclúyete-VR software proved effective in the short term in reducing stigma toward people with severe mental illness. The program's longer-term efficacy, scalability, and dissemination remain to be studied. ClinicalTrials.gov Identifier: NCT05393596.

背景:对精神分裂症等严重精神疾病(SMI)患者的污名化是一项严重的全球性公共卫生挑战,它限制了患者的生活质量,并成为阻碍患者寻求专业帮助的主要障碍。我们迫切需要新颖、有效且可推广的干预措施,以减少人们对慢性精神障碍的鄙视,并减轻其带来的健康负担。方法:我们进行了一项随机对照试验,以评估一款新的沉浸式虚拟现实游戏(Inclúyete-VR)对精神病患者污名化程度的影响。实验组的参与者以身临其境的方式接触精神分裂症患者常见的幻觉,然后向他们展示可用于康复和融入社会的各种社会心理资源;对照组的参与者则使用与精神健康无关的 VR 软件。VR课程通过Oculus头戴设备进行,持续25分钟。结果我们将 124 名大学生(55% 为女性)随机分配到实验组或对照组(各 62 人)。我们使用混合方差分析来比较两组干预前后的结果。我们发现干预与时间之间存在明显的交互作用(P P 结论):事实证明,Inclúyete-VR 软件能在短期内有效减少人们对重症精神病患者的成见。该计划的长期疗效、可扩展性和推广仍有待研究。ClinicalTrials.gov Identifier:NCT05393596。
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引用次数: 0
Acceptability Assessment of an Executive Function Training Game FISHERMAN for Older Adults. 老年人执行功能训练游戏FISHERMAN的可接受性评估。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2023-09-28 DOI: 10.1089/g4h.2022.0177
Ping Wang, Hui-Jie Li

Objective: In recent years, an increasing number of gamification tools have been developed for older adults; however, few studies have explored the acceptability of these tools after initial use and sustained use in older adults. In the current study, we focus on "FISHERMAN," an executive function training game containing a cognitive game and an exergame, with the aim of investigating and comparing the acceptability of both versions of "FISHERMAN" after initial use and 3 months of sustained use in older adults. Materials and Methods: Seventy-six older adults were randomly assigned to the cognitive game training group or the exergame training group. Participants completed two 1-hour sessions per week for 12 weeks. Acceptability was evaluated through a validated, 7-point, self-rating, Interactive Technology Art Installation Technology Acceptance Model Questionnaire after the first and last training sessions, with higher ratings representing higher acceptability. The questionnaire included 22 items and 9 acceptability dimensions: usage behavior, intention to use, perceived usefulness, perceived ease of use, perceived playfulness, subjective norm, image, output quality, and result demonstrability. Descriptive statistics were conducted to evaluate acceptability after initial and sustained use. Two-way (time: initial use and sustained use; group: cognitive game group and exergame group) repeated ANOVAs were conducted to investigate the differences in acceptability. Post hoc, within-group, paired-sample t test analyses were performed to evaluate changes in game acceptability for each group over time. Results: After initial use and 3 months of sustained use, the average scores for overall acceptability and individual dimensions exceeded 5.5 of 7 points in both groups. The two groups presented different changes from initial use to sustained use. The overall acceptability, usage behavior, perceived usefulness, and perceived ease of use were significantly improved after training within the cognitive game group, while perceived playfulness was significantly reduced within the exergame group. Conclusions: The current study provided preliminary evidence that older adults had high acceptability for both the cognitive game and exergame versions of "FISHERMAN." After sustained use, acceptability of the cognitive game increased and acceptability of the exergame decreased, highlighting the importance of assessing game acceptability after initial and sustained use.

目标:近年来,越来越多的游戏化工具被开发用于老年人;然而,很少有研究探讨这些工具在老年人初次使用和持续使用后的可接受性。在目前的研究中,我们专注于“FISHERMAN”,这是一种包含认知游戏和锻炼游戏的执行功能训练游戏,目的是调查和比较两种版本的“FISHERMAN”在老年人初次使用和持续使用3个月后的可接受性。材料与方法:将76名老年人随机分为认知游戏训练组和运动游戏训练组。参与者在12周内每周完成两次1小时的课程。在第一次和最后一次培训后,通过一份经过验证的7分自评互动技术艺术装置技术验收模型问卷来评估可接受性,评分越高,可接受性越高。问卷包括22个项目和9个可接受维度:使用行为、使用意图、感知有用性、感知易用性、感知游戏性、主观规范、形象、输出质量和结果可证明性。进行描述性统计以评估初次和持续使用后的可接受性。采用双向(时间:初始使用和持续使用;组:认知游戏组和运动游戏组)重复方差分析来调查可接受性的差异。进行组内事后配对样本t检验分析,以评估各组游戏可接受性随时间的变化。结果:在初次使用和持续使用3个月后,两组的总体可接受性和个体维度的平均得分均超过5.5分(满分7分)。从最初使用到持续使用,这两组呈现出不同的变化。认知游戏组训练后,整体可接受性、使用行为、感知有用性和感知易用性显著提高,而运动游戏组的感知游戏性显著降低。结论:目前的研究提供了初步证据,表明老年人对“FISHERMAN”的认知游戏和运动游戏版本都有很高的可接受性。持续使用后,认知游戏的可接受度增加,运动游戏的可接收度降低,这突出了在初次和持续使用后评估游戏可接受性的重要性。
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引用次数: 0
Experiences of Older Adults with Mild Cognitive Impairment from Cognitive Self-Training Using Touchscreen Tablets. 使用触摸屏平板电脑进行认知自我训练的轻度认知障碍老年人的经验。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2023-09-28 DOI: 10.1089/g4h.2023.0017
Dafna Shamir, Khawla Loubani, Noa Givon Schaham, Zvi Buckman, Debbie Rand

Background: "Tablet Enhancement of Cognition and Health" (TECH) is a cognitive intervention that includes two components: 5 weeks of daily self-training using puzzle-game apps on a touch screen tablet and weekly group sessions. This study aimed to (i) explore experiences of older adults with mild cognitive impairment (MCI) following their participation in TECH, (ii) identify hindering and enabling factors to self-training, and (iii) describe participants' perceived and objective cognitive changes and examine factors associated with their satisfaction from TECH. Materials and Methods: We used quantitative and qualitative measures; a phenomenological qualitative design using focus groups and interviews of 14 older adults with MCI and a focus group of the TECH facilitators. Satisfaction with TECH, self-training time, and perceived and objective cognitive changes (using the Montreal Cognitive Assessment) were evaluated. Results: Qualitative data were classified into three categories: Memory problems, Hindering and enabling factors to self-training, and Meaningful group sessions. The TECH facilitators reported positive changes, less cognitive complaints, and commitment and satisfaction of the participants. Participants reported overall satisfaction from TECH and performed a median interquartile range of 22.6 (19.9-42.8) self-training hours. Higher satisfaction was correlated with a higher objective cognitive change (r = 0.95, P < 0.01) and less training time (r = -0.91, P < 0.01). Discussion and Conclusions: Participants in the current study actively engaged in daily self-training using touch screen-tablet-puzzle-game and functional apps, driven by both internal and external motivators. Despite the lack of cognitive improvement, they expressed satisfaction with their participation in TECH. Therefore, encouraging older adults to engage in meaningful cognitive stimulating activities is recommended.

背景:“平板电脑增强认知和健康”(TECH)是一种认知干预措施,包括两个部分:使用触摸屏平板电脑上的益智游戏应用程序进行为期5周的日常自我训练,以及每周的小组会议。本研究旨在(i)探索患有轻度认知障碍(MCI)的老年人在参与科技后的经历,(ii)确定自我训练的阻碍和促成因素,以及(iii)描述参与者感知和客观的认知变化,并检查与他们对科技的满意度相关的因素。材料和方法:我们采用了定量和定性的方法;现象学定性设计,使用焦点小组和对14名患有MCI的老年人的采访,以及由科技促进者组成的焦点小组。评估了对科技的满意度、自我训练时间以及感知和客观认知变化(使用蒙特利尔认知评估)。结果:定性数据分为三类:记忆问题、自我训练的阻碍因素和使能因素以及有意义的小组会议。科技辅导员报告了积极的变化,较少的认知抱怨,以及参与者的承诺和满意度。参与者报告了对科技的总体满意度,并进行了22.6(19.9-42.8)小时的自我训练。较高的满意度与较高的客观认知变化相关(r = 0.95,P r = -0.91,P 讨论和结论:当前研究的参与者在内部和外部激励因素的驱动下,积极使用触摸屏平板电脑益智游戏和功能应用程序进行日常自我训练。尽管认知能力缺乏改善,但他们对自己参与科技活动表示满意。因此,建议鼓励老年人参与有意义的认知刺激活动。
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引用次数: 0
Acceptability of Physical Therapy Combined with Nintendo Ring Fit Adventure Exergame for Geriatric Hospitalized Patients. 老年住院病人对物理治疗与任天堂 Ring Fit Adventure Exergame 结合使用的接受度。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2023-08-10 DOI: 10.1089/g4h.2023.0009
Keiichi Takei, Shinpei Morita, Yoshinobu Watanabe

Geriatric hospitalized patients often experience complications associated with frailty and impaired functioning in activities of daily living. To enhance their functional independence, repetitive and continuous high-frequency exercises are necessary. However, conventional physical therapy (PT) can be monotonous and lead to reduced adherence. The introduction of Nintendo Ring Fit Adventure exergame (EG) as a complement to PT for geriatric inpatients has the potential to improve exercise enjoyment and acceptability. This study aimed to evaluate the acceptability of combining EG with PT for geriatric inpatients. A total of 30 geriatric inpatients were included in the study, receiving EG+PT on day 1 and PT only on day 2. The rate of perceived exertion (RPE) was assessed using the Borg scale, whereas enjoyment, motivation to continue, and perceived effectiveness were evaluated through a questionnaire after each exercise session and subsequently compared. The RPE for the lower extremities and the sense of enjoyment (P = 0.06) were found to be higher after the EG+PT session. The results suggest that combining PT with EG can enhance the enjoyment of exercise sessions and facilitate an increase in the intensity and frequency of exercise therapy. Incorporating EGs into geriatric PT holds promise as an effective strategy to improve patient engagement and adherence to exercise regimens. Further research is warranted to explore the long-term benefits and potential applications of EGs in geriatric rehabilitation settings.

老年住院病人经常会出现与虚弱和日常生活功能受损有关的并发症。为了提高他们的功能独立性,有必要进行重复和持续的高频率锻炼。然而,传统的物理疗法(PT)可能比较单调,导致患者的坚持性降低。引入任天堂 Ring Fit Adventure 外设游戏(EG)作为老年住院患者物理治疗的补充,有望提高运动的乐趣和可接受性。本研究旨在评估老年住院患者对将 EG 与 PT 结合使用的接受度。研究共纳入了 30 名老年住院患者,他们分别在第 1 天和第 2 天接受 EG+PT 和 PT 治疗。研究人员使用博格量表对患者的体力消耗感知率(RPE)进行评估,并在每次运动后通过问卷调查对患者的运动乐趣、继续运动的动力和效果感知进行评估和比较。结果发现,在 EG+PT 训练后,下肢的 RPE 和愉悦感(P = 0.06)都更高。研究结果表明,将运动疗法与电子镇痛结合起来可以提高运动疗程的乐趣,并有助于增加运动疗法的强度和频率。在老年运动疗法中加入运动指导,有望成为提高患者参与度和坚持运动疗法的有效策略。我们有必要开展进一步研究,探索电子导引器在老年康复环境中的长期益处和潜在应用。
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引用次数: 0
Investigation on the Effectiveness of Augmented Reality Memory Training Game for Chinese Older Adults: A Randomized Controlled Trial. 增强现实记忆训练游戏对中国老年人的有效性调查:随机对照试验
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2024-01-09 DOI: 10.1089/g4h.2022.0183
Dian Zhu, Beiyao Zhu, Jianan Zhao, Chenqi Zhang, Jingran He, Dongjin Song, Ting Han

Objective: To evaluate the effectiveness of augmented reality (AR) game based on n-back training paradigm as a training tool for working memory (WM) of Chinese healthy older adults. Materials and Methods: One hundred eighteen older adults self-assessed as healthy were included in this study. Individuals were randomly divided into an intervention group (n = 57) and a control group (n = 61). Interventions, consisting of a 30-minute AR game-based training and a 30-minute health science program, were administered three times per week for 4 weeks, whereas the control group was required to view a 60-minute health science program three times per week for 4 weeks. Tests, Digit Span, Corsi Block-Tapping Task (CBT), and Stroop Color and Word Test (SCWT), were conducted for all participants before and after the experiment, and the game accuracy rate of the intervention group before and after intervention was recorded. Results: There was a statistically significant difference in terms of both CBT indicators, CBT forward span (z = -2.835, P = 0.005) and CBT backward span (z = 3.285, P = 0.001), and the SCWT indicator of Stroop Words Test (SW) (z = -1.894, P = 0.048) in the two groups. The intervention group showed significant improvements in the game accuracy of both medium level (z = -3.535, P < 0.05) and of high level (z = -3.953, P < 0.05). In addition, differences were observed in subgroup analysis in the accuracy of medium level (H = 6.218, P < 0.05) and high level (H = 8.002, P < 0.05) among older people with different levels of education. Conclusion: AR game based on n-back training paradigm could improve WM of Chinese older adults, showing potential for wider promotion and adoption.

目的评估基于n-back训练范式的增强现实(AR)游戏作为中国健康老年人工作记忆(WM)训练工具的有效性。材料与方法:本研究纳入了 18 名自我评估为健康的老年人。研究人员被随机分为干预组(57 人)和对照组(61 人)。干预组由 30 分钟的 AR 游戏训练和 30 分钟的健康科学课程组成,每周进行三次,为期 4 周;对照组每周观看三次 60 分钟的健康科学课程,为期 4 周。在实验前后,对所有参与者进行了数字跨度、Corsi 方块敲击任务(CBT)和 Stroop 颜色和单词测试(SCWT),并记录了干预组在干预前后的游戏正确率。结果显示两组的 CBT 指标 CBT 前向跨度(z = -2.835,P = 0.005)和 CBT 后向跨度(z = 3.285,P = 0.001)以及 SCWT 指标 Stroop 词语测试(SW)(z = -1.894,P = 0.048)差异均有统计学意义。干预组在两个中等水平的游戏准确性方面均有明显改善(z = -3.535,P z = -3.953,P H = 6.218,P H = 8.002,P 结论:干预组在游戏准确性方面均有明显改善:基于 "n-back "训练范式的AR游戏可以改善中国老年人的记忆力,具有广泛推广和应用的潜力。
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引用次数: 0
Beyond Intrinsic Motivation: Why Researchers Should Consider the Full Motivation Continuum in Games for Health Research. 超越内在动机:为什么研究人员应该考虑健康研究游戏中的完全动机连续体。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2023-10-03 DOI: 10.1089/g4h.2023.0100
Emil Rosenlund Høeg, Jolene Van der Kaap-Deeder

Research within the domain of games for health has predominantly focused on individuals' intrinsic motivation characterized by an inherent enjoyment of the activity. Despite the apparent benefits of intrinsic motivation, we argue that it is imperative to adopt a more nuanced and refined perspective on motivation. Relying on the motivation continuum as outlined within Self-Determination Theory, research within this domain needs to distinguish between both intrinsic and extrinsic (i.e., external, introjected, identified, and integrated regulation) types of motivation. Researchers should, therefore, embrace instruments that assess a broader continuum of motivation rather than just intrinsic motivation alone. By doing so, future research can yield more insight into what fosters autonomous forms of motivation in the field of health-related games, including intrinsic and identified and integrated regulation.

健康游戏领域的研究主要集中在个人的内在动机上,其特征是对活动的内在享受。尽管内在动机有明显的好处,但我们认为,对动机采取更细致、更精细的观点是至关重要的。根据自决理论中概述的动机连续体,该领域的研究需要区分内在动机和外在动机(即外部、内向、识别和综合调节)类型。因此,研究人员应该采用评估更广泛动机连续体的工具,而不仅仅是内在动机。通过这样做,未来的研究可以更深入地了解是什么在健康相关游戏领域培养了自主形式的动机,包括内在的、确定的和综合的调节。
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引用次数: 0
Effects of Virtual Reality Training Using Xbox Kinect on Balance, Postural Control, and Functional Independence in Subjects with Stroke. 使用Xbox Kinect的虚拟现实训练对中风患者平衡、姿势控制和功能独立性的影响。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-12-01 Epub Date: 2023-06-16 DOI: 10.1089/g4h.2022.0193
Nasir Sultan, Kiran Khushnood, Sidra Qureshi, Shafaq Altaf, Muhammad Kashif Khan, Arshad Nawaz Malik, Riafat Mehmood, Malik Muhammad Ali Awan

Purpose: To determine the effects of virtual reality training using Xbox Kinect on balance, postural control, and functional independence in subjects with stroke. Methods: The parallel double-blind randomized control trial was conducted on 41 individuals based on selection criteria. Participants were divided into two groups by concealed envelope method. Intervention group received exergaming by Xbox Kinect, and control group was given exercises comprising balance training, upper limb strengthening, and core strengthening. Berg balance scale (BBS), functional independence measure (FIM), trunk impairment scale (TIS), and timed up and go (TUG) were the outcome measures. Data were analyzed using SPSS v21. Results: Mean age of the participants of Xbox and exercise group were 58.6 ± 3.3 and 58.1 ± 4.3 years, respectively. Within group improvement was observed in both groups from baseline to 8 weeks postintervention; BBS: 34 ± 4.7 to 40.9 ± 4.9 in intervention group and 34.1 ± 4.4 to 38.1 ± 7.6 in control group, TUG: 25.6 ± 3.9 to 21.4 ± 3.8 and 28.6 ± 5.0 to 25.9 ± 4.7, TIS: 15.2 ± 1.8 to 19.2 ± 1.3 and 13.2 ± 1.7 to 15.3 ± 1.6 and FIM: 58.7 ± 7.7 to 52.5 ± 7.8 and 66.2 ± 7.6 to 62.6 ± 7.2 in intervention and control group, respectively. Between group improvement was observed in TUG, TIS, and FIM in experimental group with P-values 0.003, <0.001, and <0.001, respectively. Conclusions: Wii Fit improved functional mobility, independence, and trunk coordination extension in the stroke patients, whereas balance could be equally improved from Wii Fit and exercises. Trial Registration Number: ACTRN12619001688178.

目的:确定使用Xbox Kinect的虚拟现实训练对中风患者的平衡、姿势控制和功能独立性的影响。方法:按入选标准对41例患者进行平行双盲随机对照试验。采用隐信封法将参与者分为两组。干预组使用Xbox Kinect进行运动游戏,对照组进行平衡训练、上肢强化、核心强化。Berg平衡量表(BBS)、功能独立性量表(FIM)、躯干损伤量表(TIS)和定时行走量表(TUG)为观察指标。数据采用SPSS v21进行分析。结果:Xbox组和运动组的平均年龄分别为58.6±3.3岁和58.1±4.3岁。从基线到干预后8周,两组在组内均观察到改善;干预组BBS为34±4.7 ~ 40.9±4.9,对照组为34.1±4.4 ~ 38.1±7.6,TUG为25.6±3.9 ~ 21.4±3.8 ~ 28.6±5.0 ~ 25.9±4.7,TIS为15.2±1.8 ~ 19.2±1.3 ~ 13.2±1.7 ~ 15.3±1.6,FIM为58.7±7.7 ~ 52.5±7.8 ~ 66.2±7.6 ~ 62.6±7.2。实验组的TUG、TIS和FIM在两组间均有改善,p值为0.003。结论:Wii Fit改善了脑卒中患者的功能活动能力、独立性和躯干协调伸展,而Wii Fit和运动同样可以改善平衡。试验注册号:ACTRN12619001688178。
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引用次数: 1
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Games for Health Journal
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