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Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study. 古德维尔农场游戏玩家抑郁症状的时间变化:为期 6 周的观察研究
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 Epub Date: 2024-05-22 DOI: 10.1089/g4h.2023.0122
Marat Assanovich, Oleg Skugarevsky, Mikhail Kaspartov, Andrew Sokol

Aim of the Study: The primary objective was to evaluate the potential impact of the Goodville farm game on depressive symptoms. Methods: The Goodville game, characterized by its unique farming features, incorporates elements of emotional well-being and various mental health assessment tools, enabling players to monitor and improve their emotional state. Using self-reported Patient Health Questionnaire-8 (PHQ-8) data from 1717 US and UK players, changes were monitored weekly over a 6-week period. The study focused on the game's ability to integrate emotional well-being elements and various mental health assessments to facilitate self-monitoring and improvement of players' emotional states. Results: There was a significant overall time effect (F = 154.498, df = 1711, P < 0.001), indicating a moderate-to-large effect size, with progressive decreases in PHQ-8 scores throughout the period. About 60% of players reported reduced depressive symptom severity, with around 35% experiencing complete symptom relief. More significant improvements were observed in players with higher initial severity. No correlations were found between symptom changes and demographic data or the number of active playing days. Conclusion: Goodville demonstrates potential as a digital mental health intervention in reducing depressive symptoms through its specific characteristics designed to improve emotional well-being. The study emphasizes the need to consider baseline severity and highlights the therapeutic promise of authentic farming game features. Despite the absence of a control group, the findings contribute meaningful insights into digital interventions for mental health care and set a direction for future studies to validate and expand upon these results.

研究目的主要目的是评估 Goodville 农场游戏对抑郁症状的潜在影响。研究方法Goodville 农场游戏以其独特的农场功能为特点,融入了情绪健康元素和各种心理健康评估工具,使玩家能够监测和改善自己的情绪状态。利用 1717 名美国和英国玩家自我报告的《患者健康问卷-8》(PHQ-8)数据,在 6 周时间内每周监测一次玩家的变化。研究的重点是游戏整合情绪健康元素和各种心理健康评估的能力,以促进自我监测和改善玩家的情绪状态。研究结果总体时间效应非常明显(F = 154.498,df = 1711,P < 0.001),显示出中等到较大的效应规模,PHQ-8 分数在整个期间逐步下降。约 60% 的球员报告抑郁症状严重程度有所减轻,约 35% 的球员症状完全缓解。初始严重程度较高的球员的症状改善更为明显。在症状变化与人口统计学数据或活跃比赛天数之间没有发现相关性。结论Goodville 作为一种数字心理健康干预措施,通过其旨在改善情绪健康的特性,在减少抑郁症状方面展现出了潜力。该研究强调了考虑基线严重程度的必要性,并突出了真实农场游戏功能的治疗前景。尽管没有对照组,但研究结果为心理健康护理的数字干预提供了有意义的见解,并为今后验证和扩展这些结果的研究指明了方向。
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引用次数: 0
Rosalind Franklin Society Proudly Announces the 2023 Award Recipient for Games for Health Journal. 罗莎琳德-富兰克林学会自豪地宣布《健康游戏》杂志 2023 年度获奖者。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 DOI: 10.1089/g4h.2024.15435.rfs2023
Rebeca Gliosci
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引用次数: 0
Effectiveness of Serious Games in Evaluating Cognitive Status of the Elderly: A Systematic Review And Meta-Analysis. 严肃游戏在评估老年人认知状况方面的有效性:系统回顾与元分析》。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-09-13 DOI: 10.1089/g4h.2023.0106
Farveh Sabermahani,Mostafa Almasi-Dooghaee,Abbas Sheikhtaheri
Early diagnosis of mild cognitive impairment (MCI) and Alzheimer's disease (AD) is very important in better management of these diseases, and serious games play an effective role in helping to diagnose these diseases more accurately owing to their innovative features. With respect to the diversity of available games, the purpose of this study was to investigate the effectiveness of using serious games to assess the cognitive status of the elderly at risk of MCI/AD. A systematic review was conducted and the correlation of serious game results with cognitive test scores were extracted from eligible studies for meta-analysis. We analyzed the correlation between the results of serious games with the scores of mini-mental state examination (MMSE), Addenbrooke's Cognitive Examination-revised edition (ACE-R), and Montreal Cognitive Assessment (MoCA) tests to evaluate cognitive status of the elderly at risk of MCI/AD, as well as the cognitive aspects examined by these tests. The random-effects model was used to obtain the overall correlation coefficient to assess the relationship between the results of serious games and the above mentioned paper-and-pencil tests. The correlation of game results with the MMSE, ACE-R, and MoCA was 0.604, 0.682, with 0.682, respectively. The correlation between the results of the games with the score of each cognitive aspect was also calculated. Overall, there is a positive correlation between serious game scores in terms of accurate patients' reactions with the scores of MMSE, ACE-R, and MoCA tests. Among the cognitive aspects, the highest correlation was obtained for fluency (0.591). For abstraction, however, the correlation was the lowest (0.036). In all three tests, the correlation was >0.6 and in cognitive aspects was <0.6. Thus, more studies should be conducted to develop serious games that are more in line with cognitive tests.
早期诊断轻度认知障碍(MCI)和阿尔茨海默病(AD)对于更好地治疗这些疾病非常重要,而严肃游戏因其创新性特点,在帮助更准确地诊断这些疾病方面发挥着有效作用。鉴于现有游戏的多样性,本研究旨在调查使用严肃游戏评估有 MCI/AD 风险的老年人认知状况的有效性。我们进行了系统性综述,并从符合条件的研究中提取了严肃游戏结果与认知测试分数的相关性进行荟萃分析。我们分析了严肃游戏结果与迷你精神状态检查(MMSE)、Addenbrooke 认知检查修订版(ACE-R)和蒙特利尔认知评估(MoCA)测试得分之间的相关性,以评估有 MCI/AD 风险的老年人的认知状况,以及这些测试所考察的认知方面。采用随机效应模型得出总体相关系数,以评估严肃游戏结果与上述纸笔测试结果之间的关系。游戏结果与 MMSE、ACE-R 和 MoCA 的相关系数分别为 0.604、0.682 和 0.682。此外,还计算了游戏结果与各认知方面得分之间的相关性。总体而言,患者反应准确的严肃游戏得分与 MMSE、ACE-R 和 MoCA 测试得分呈正相关。在认知方面,流畅性的相关性最高(0.591)。而抽象能力的相关性最低(0.036)。所有三项测试的相关性都大于 0.6,而认知方面的相关性则小于 0.6。因此,应开展更多研究,开发更符合认知测试的严肃游戏。
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引用次数: 0
A Convergent Mixed Methods Design to Assess the Use of the Home Virtual Rehabilitation System By Persons with Chronic Stroke. 评估慢性中风患者使用家庭虚拟康复系统情况的聚合混合方法设计。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-04-01 DOI: 10.1089/g4h.2024.0006
Gerard G Fluet, Holly Gorin, Pamela Rothpletz Puglia, Qinyin Qiu, Jigna Patel, Alma S Merians, Amanda L Cronce, Sergei V Adamovich

Purpose: Patients poststroke utilized the Home Virtual Rehabilitation System (HoVRS) to perform home-based, gamified upper extremity rehabilitation over 12 weeks. Outcomes related to adherence and clinical improvement were collected, and semistructured interviews were conducted to assess intrinsic and extrinsic motivators that impacted engagement with the system. Methods: Subjects performed between 299 and 2020 minutes of self-scheduled, sparsely supervised hand rehabilitation activities in their homes. Results: As a group, the subjects demonstrated statistically significant improvements at the structure/function, activity, and activities of daily living levels of function. Qualitative analysis generated seven themes that both positively and negatively influenced each subject's experience with HoVRS, including challenge as a primary intrinsic motivator and pursuing additional therapy and/or a return to higher functional status as a key extrinsic motivator. Subjects' ratings of the system using the Intrinsic Motivation Inventory before and after treatment were uniformly positive, but interview-based feedback was more balanced between positive and negative.

目的:中风后患者利用家庭虚拟康复系统(HoVRS)进行为期 12 周的家庭游戏化上肢康复训练。我们收集了与坚持治疗和临床改善相关的结果,并进行了半结构化访谈,以评估影响患者参与该系统的内在和外在动机。研究方法受试者在家中进行了 299 到 2020 分钟的自我安排的、缺乏监督的手部康复活动。结果作为一个群体,受试者在功能的结构/功能、活动和日常生活活动水平上都有统计学意义上的显著改善。定性分析得出了七个对每个受试者的 HoVRS 体验产生积极和消极影响的主题,其中挑战是主要的内在动力,追求额外的治疗和/或恢复更高的功能状态是主要的外在动力。受试者在治疗前后使用 "内在动机量表"(Intrinsic Motivation Inventory)对该系统的评价都是积极的,但基于访谈的反馈在积极和消极之间更为平衡。
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引用次数: 0
Effect of Adding Virtual Reality Training to Traditional Exercise Program on Pain, Mental Status and Psychological Status in Unilateral Traumatic Lower Limb Amputees: A Randomized Controlled Trial. 在传统锻炼计划中加入虚拟现实训练对单侧创伤性下肢截肢者的疼痛、精神状态和心理状态的影响:随机对照试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-02-06 DOI: 10.1089/g4h.2023.0164
Rami L Abbas, Didier Cooreman, Hala Al Sultan, Mayssah El Nayal, Ibtissam M Saab, Ayman El Khatib, Aseel El Kawam, Ahmed M El Melhat

Background: Lower limb amputation is an emotionally devastating condition that causes a complete change in the quality of life, may lead to phantom limb pain in most of the cases, and puts the individual in a high risk of developing psychological disorders. The objective of this study is to evaluate the consequence of adding virtual reality (VR) to a traditional exercise program on pain, mental status, and psychological status in traumatic unilateral lower limb amputees (LLAs). Methods: Thirty-two traumatic LLAs were randomly assigned into two equal groups in this randomized control trial. Participants did accomplish a postfitting exercise program at least 6 months before enrolment; the control group (CG) underwent a traditional rehabilitation program, and experimental group (EG) had the same program, in addition to VR training. Data were collected before and after 6 weeks of intervention using visual analog scale (VAS) for pain, Beck's depression inventory (BDI) for depression, and 12-item short form survey for mental health summary (MHS) and physical health summary (PHS). Results: Thirty-two amputees (29 males and 3 females) were included with mean age in CGs and EG (27.6 ± 4) and (27.6 ± 7.6) years, respectively. Postintervention, the VAS score was significantly reduced only in EG (P = 0.003). Both groups showed significant improvement in BDI, MHS, and PHS (P < 0.05). However, the EG showed a superior significance in BDI and MHS scores (P < 0.05). There was no significance between groups in PHS score. Conclusion: Adding VR to conventional training is beneficial in decreasing pain and in improving depression and MHS of traumatic unilateral LLAs.

背景:下肢截肢是一种情绪上的破坏性疾病,会导致生活质量彻底改变,在大多数情况下可能会导致幻肢痛,并使患者极有可能患上心理疾病。本研究旨在评估在传统锻炼计划中加入虚拟现实(VR)对创伤性单侧下肢截肢者(LLAs)的疼痛、精神状态和心理状态的影响。研究方法在这项随机对照试验中,32 名外伤性下肢截肢者被随机分配到两个相同的小组。对照组(CG)接受传统的康复训练,实验组(EG)除了接受VR训练外,还接受同样的康复训练。干预前后 6 周的数据收集采用了疼痛视觉模拟量表(VAS)、贝克抑郁量表(BDI)、12 项心理健康摘要(MHS)和身体健康摘要(PHS)简表调查。结果:32名截肢者(29名男性和3名女性)接受了干预,CG和EG的平均年龄分别为(27.6 ± 4)岁和(27.6 ± 7.6)岁。干预后,只有 EG 的 VAS 评分明显降低(P = 0.003)。两组患者的 BDI、MHS 和 PHS 均有明显改善(P P 结论:在传统训练的基础上增加 VR,有利于减轻外伤性单侧 LLA 的疼痛,改善抑郁和 MHS。
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引用次数: 0
Oral Health Education for Children: Development of a Serious Game with a User-Centered Design Approach. 儿童口腔健康教育:以用户为中心的设计方法开发严肃游戏。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-04-01 DOI: 10.1089/g4h.2023.0055
Thaís Silva Mendonça, Sérgio Teixeira de Carvalho, Ahmad Aljafari, Marie Therese Hosey, Luciane Rezende Costa

Background: Children can learn efficiently with well-designed serious games. The use of applications to promote health has proliferated, but there is a lack of scientific studies on educational games in oral health. Materials and Methods: We developed the Brazilian version of a British and Jordanian oral health education game for children from the perspectives of Brazilian specialists and users. This descriptive study, with a qualitative and quantitative approach, comprised three phases: I-Experts' discussion of the appropriateness of the previous version of the game to Brazil; II-Development of the first Brazilian version of the game; and III-Evaluation of the first version with 15 children from 4 to 8 years of age. Results: In Phase I, the specialists agreed with the development of the Brazilian version of the game, with minor adjustments on: advice on eating; advice on oral hygiene habits, users' age group, game characters, and game purpose. Phase II: a version with a few changes in images and recommendations, written and spoken in Brazilian Portuguese. Phase III: The global average of correct answers in the game's tasks was 75.3%, ranging from 50.0% to 100%. Children reported having fun with the game, and most understood the content and its interface; their parents found the information relevant and enjoyed the gameplay with their children. Conclusions: The Oral Health Education Game offered basic information for preventing dental caries to Brazilian children aged 4-8 years old in an interactive and fun way; it could support professionals in improving oral health education.

背景:儿童可以通过精心设计的严肃游戏高效地学习。使用应用程序来促进健康的做法越来越多,但缺乏有关口腔健康教育游戏的科学研究。材料与方法:我们从巴西专家和用户的角度出发,开发了英国和约旦儿童口腔健康教育游戏的巴西版本。这项描述性研究采用定性和定量方法,包括三个阶段:I-专家讨论之前版本的游戏是否适合巴西;II-开发第一个巴西版本的游戏;III-与 15 名 4 至 8 岁的儿童一起评估第一个版本的游戏。结果:在第一阶段,专家们同意开发巴西版游戏,但在以下方面略作调整:饮食建议、口腔卫生习惯建议、用户年龄组、游戏角色和游戏目的。第二阶段:对图片和建议稍作改动的版本,用巴西葡萄牙语编写和口述。第三阶段:游戏任务的总平均正确率为 75.3%,从 50.0%到 100%不等。孩子们表示游戏很有趣,大多数人都能理解游戏内容和界面;他们的父母认为游戏信息很有意义,并喜欢和孩子一起玩游戏。结论口腔健康教育游戏以互动和有趣的方式为巴西 4-8 岁儿童提供了预防龋齿的基本信息;它可以为专业人员改进口腔健康教育提供支持。
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引用次数: 0
Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot Study. 了解用户游戏偏好与抑郁症状之间的关系:一项试点研究。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-07-10 DOI: 10.1089/g4h.2023.0174
Nilufar Baghaei, Sarah Abdulkhalek, Kaitlin Moat, Wenge Xu, Hai-Ning Liang

Objective: Following the initial measures taken to manage the repercussions of the COVID-19 pandemic, mental health conditions have become a critical concern. Mental health has become a foremost priority not only for health care providers but also for many other organizations, such as educational institutions, companies, and government agencies. A significant proportion of the Australian population having experienced mental disorders highlights the need for effective interventions. Those with pre-existing mental health issues experienced particularly pronounced effects. Among these challenges, advancements in technology offer new possibilities for mental health support. Videogames have shown effectiveness in mitigating symptoms of depression. Previous research has shown that game interface preferences correlate with players' emotional responses. This study aims to use MoodJumper, a game we designed, developed, and evaluated to examine the choice of game preferences in individuals with depressive symptoms. Materials and Methods: A pilot study was carried out after obtaining the Human Ethics committee's approval (n = 20). The participants were asked to fill out a Patient Health Questionnaire-9 (PHQ-9) questionnaire. They then played with the MoodJumper game for 20-30 minutes. Upon completing the game session, they were asked to fill out a questionnaire regarding their experience. Results: The results indicate a nonsignificant correlation between music preference, the direction of movement, and depressive symptoms meaning no significant relationship was found between depressive symptoms and chosen settings. However, a significant negative correlation was found between decision-making ability regarding game preferences and Patient Health Questionnaire-9 scores showing the difficulty of choosing preferred settings when having depressive symptoms. Conclusion: This contribution paves the way for designing and evaluating more impactful game experiences for individuals with mental health challenges.

目的:在采取初步措施应对 COVID-19 大流行病的影响之后,精神健康状况已成为一个重要问题。心理健康不仅是医疗保健提供者的首要任务,也是教育机构、公司和政府机构等许多其他组织的首要任务。澳大利亚有相当大比例的人口都曾有过精神障碍,这凸显了采取有效干预措施的必要性。那些原本就有心理健康问题的人受到的影响尤为明显。在这些挑战中,技术的进步为心理健康支持提供了新的可能性。视频游戏在减轻抑郁症状方面显示出了有效性。先前的研究表明,游戏界面的偏好与玩家的情绪反应相关。本研究旨在利用我们设计、开发和评估的游戏 "MoodJumper "来研究抑郁症患者对游戏的偏好选择。材料与方法在获得人类伦理委员会的批准后,我们开展了一项试点研究(n = 20)。参与者被要求填写一份患者健康问卷-9(PHQ-9)。然后,他们玩了 20-30 分钟的 MoodJumper 游戏。游戏结束后,他们被要求填写一份关于游戏体验的问卷。结果显示结果表明,音乐偏好、运动方向和抑郁症状之间存在非显著相关性,这意味着抑郁症状与所选设置之间没有显著关系。然而,有关游戏偏好的决策能力与患者健康问卷-9 评分之间存在明显的负相关,这表明在出现抑郁症状时,很难选择偏好的设置。结论这项研究为设计和评估对有心理健康问题的人更有影响力的游戏体验铺平了道路。
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引用次数: 0
C-Mill Virtual Reality/Augmented Reality Treadmill Training for Reducing Risk of Fall in the Elderly: A Randomized Controlled Trial. 降低老年人跌倒风险的 C-Mill 虚拟现实/增强现实跑步机训练:随机对照试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-04-01 DOI: 10.1089/g4h.2023.0162
Ehab Mohamed Abd El-Kafy, Mohamad Salaheldien Alayat, Moayad Saleh Subahi, Mohammed Salem Badghish

Objective: Falling is considered one of the major problems that may affect the elderly, leading to multiple health issues. Walking adaptability to environmental demands is essential for safe walking in the elderly. The aim of this study was to evaluate the efficacy of virtual reality (VR)/augmented reality (AR) treadmill training on balance performance and the risk of falls in the elderly. Materials and Methods: Sixty Saudi elderly individuals of both genders, aged between 60 and 70 years, participated in the study. The participants were categorized into two groups: the experimental and the control groups. Both groups received 1 hour of training: 30 minutes of conventional exercises and 30 minutes of gait training on the C-Mill VR/AR treadmill. The experimental group used the C-Mill treadmill with VR and AR games therapy. The control group had gait training on the C-Mill treadmill without VR and AR. The training for both groups was conducted for 6 successive weeks/three times a week. The changes in the scores of the following variables were recorded at baseline, after 6 weeks of training, and 4 weeks after the completion of training. These variables involved the time needed for completing the Timed Up and Go (TUG) test, overall stability indices of the Fall Risk (FR) test and Limit of Stability (LOS) test evaluated using the Biodex Balance System (BBS), and the time required for completing the LOS test. Results: Both groups demonstrated significant improvement in all measured variables immediately post-training, and this improvement persisted for 4 weeks after completing the training. The experimental group exhibited greater improvement in the recorded values of all measured variables compared with the control group following the training. Conclusions: This study concluded that C-Mill VR/AR treadmill training is effective in improving balance control and reducing the fall risk in the elderly.

目的:跌倒被认为是可能影响老年人的主要问题之一,会导致多种健康问题。行走对环境需求的适应性是老年人安全行走的关键。本研究旨在评估虚拟现实(VR)/增强现实(AR)跑步机训练对老年人平衡能力和跌倒风险的影响。材料与方法:60 名年龄在 60 岁至 70 岁之间的沙特籍男女老年人参加了研究。参与者分为两组:实验组和对照组。两组均接受 1 小时的训练:30 分钟的常规练习和 30 分钟的 C-Mill VR/AR 跑步机步态训练。实验组在 C-Mill 跑步机上进行 VR 和 AR 游戏治疗。对照组则在没有 VR 和 AR 的 C-Mill 跑步机上进行步态训练。两组的训练均连续进行 6 周/每周 3 次。在基线、训练 6 周后和训练结束 4 周后,记录了以下变量的得分变化。这些变量包括完成定时起立行走(TUG)测试所需的时间、使用 Biodex 平衡系统(BBS)评估的跌倒风险(FR)测试和稳定性极限(LOS)测试的总体稳定性指数,以及完成 LOS 测试所需的时间。结果显示训练结束后,两组在所有测量变量上都有明显改善,而且这种改善在训练结束后持续了 4 周。与对照组相比,实验组在训练后所有测量变量的记录值均有较大改善。结论本研究认为,C-Mill VR/AR 跑步机训练能有效改善老年人的平衡控制能力,降低跌倒风险。
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引用次数: 0
The Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review. 在虚拟现实康复中增强患者动机的技术:综述。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 DOI: 10.1089/g4h.2023.0069
Chengjie Zhang, Suiran Yu

Virtual reality (VR) technology has experienced a steady rise and has been widely applied in the field of rehabilitation. The integration of VR technology in rehabilitation has shown promising results in enhancing their motivation for treatment, thereby enabling patients to actively engage in rehab training. Despite the advancement, there is a dearth of comprehensive summary and analysis on the use of VR technology to enhance patient motivation in rehabilitation. Thus, this narrative review aims to evaluate the potential of VR technology in enhancing patient motivation during motor rehabilitation training. This review commences with an explanation of how enhancing motivation through the VR rehabilitation system could improve the efficiency and effectiveness of rehabilitation training. Then, the technology was analyzed to improve patient motivation in the present VR rehabilitation system in detail. Furthermore, these technologies are classified and summarized to provide a comprehensive overview of the state-of-the-art approaches for enhancing patient motivation in VR rehabilitation. Findings showed VR rehabilitation training utilizes game-like exercises to enhance the engagement and enjoyment of rehabilitation training. By immersing patients in a simulated environment with multisensory feedback, VR systems offer a unique approach to rehabilitation that can lead to improved patient motivation. Both ultimately lead to improved patient outcomes, which is not typically achievable with traditional rehabilitation methods. The review concludes that VR rehabilitation presents an opportunity to improve patient motivation and adherence to long-term rehabilitation training. However, to further enhance patient self-efficacy, VR rehabilitation should integrate psychology and incorporate methods. Moreover, it is necessary to build a game design theory for rehabilitation games, and the latest VR feedback technology should also be introduced.

虚拟现实(VR)技术稳步发展,并已广泛应用于康复领域。将 VR 技术融入康复治疗,在提高患者治疗积极性方面取得了可喜的成果,从而使患者能够积极参与康复训练。尽管VR技术在康复领域取得了长足的进步,但目前还缺乏对VR技术在康复治疗中提高患者积极性的全面总结和分析。因此,本综述旨在评估 VR 技术在增强患者运动康复训练动机方面的潜力。这篇综述首先解释了如何通过 VR 康复系统增强动机来提高康复训练的效率和效果。然后,详细分析了目前 VR 康复系统中提高患者积极性的技术。此外,还对这些技术进行了分类和总结,以全面概述在 VR 康复中提高患者积极性的最先进方法。研究结果表明,VR 康复训练利用游戏式练习来提高康复训练的参与度和乐趣。通过让患者沉浸在具有多感官反馈的模拟环境中,VR 系统提供了一种独特的康复方法,可以提高患者的积极性。两者最终都能改善患者的治疗效果,而传统康复方法通常无法实现这一点。综述得出结论,VR 康复为提高患者的积极性和坚持长期康复训练提供了机会。然而,为了进一步提高患者的自我效能感,VR 康复应结合心理学和综合方法。此外,有必要建立康复游戏的游戏设计理论,并引入最新的 VR 反馈技术。
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引用次数: 0
Effects of Video-Based Exercises and Conventional Physiotherapy on Upper Extremity Functionality, Selective Motor Control, and Proprioception in Unilateral Cerebral Palsy: A Randomized Controlled Trial. 视频练习和传统物理治疗对单侧脑瘫患者上肢功能、选择性运动控制和运动感觉的影响:随机对照试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-07-29 DOI: 10.1089/g4h.2024.0044
Demet Gözaçan Karabulut, Çağtay Maden, Yalçın Karabulut, Mehmet Aslan

Objective: The present study was conducted to evaluate the effects of video-based exercises added to conventional physiotherapy (CPT) on upper extremity functionality, selective motor control, and proprioception in individuals with unilateral cerebral palsy (UCP). Materials and Methods: Thirty patients with UCP were randomized into two groups: the intervention group (15 individuals with a mean age of 9.2 ± 3.8 years) and the control group (15 individuals with a mean age of 8.3 ± 4.1 years). The intervention group received 8 weeks of video-based exercises, and the control group received 8 weeks of conventional physiotherapy. Upper extremity functional abilities, upper extremity selective motor control, proprioception, and entertainment levels were evaluated before and after the intervention for all groups. Results: While a significant change was observed in the mean scores of the ABILHAND-Kids, Selective Control of the Upper Extremity Scale right-left scores, shoulder flexion, shoulder abduction, and elbow flexion proprioception angles after the video-based exercises in the intervention group (P < 0.05), a significant change was observed only in the 60-degree flexion angle in the control group (P = 0.001). In the comparison between the groups, there were significant differences in post-intervention value only in shoulder flexion and abduction angles, whereas there was no difference between the groups in elbow flexion angles (P > 0.05). Conclusion: Incorporating video-based exercises into the upper extremity rehabilitation processes of individuals with UCP is beneficial in terms of upper extremity functionality, selective motor control, and proprioception.

研究目的本研究旨在评估在常规物理治疗(CPT)的基础上添加视频练习对单侧脑瘫(UCP)患者上肢功能、选择性运动控制和本体感觉的影响。材料与方法:30 名 UCP 患者被随机分为两组:干预组(15 人,平均年龄为 9.2 ± 3.8 岁)和对照组(15 人,平均年龄为 8.3 ± 4.1 岁)。干预组接受为期 8 周的视频练习,对照组接受为期 8 周的常规物理治疗。在干预前后,对各组的上肢功能能力、上肢选择性运动控制能力、本体感觉和娱乐水平进行了评估。结果显示干预组在进行视频练习后,ABILHAND-Kids、上肢选择性控制量表左右评分、肩关节屈曲、肩关节外展和肘关节屈曲本体感觉角度的平均得分均有明显变化(P < 0.05),而对照组仅在 60 度屈曲角度方面有明显变化(P = 0.001)。在组间比较中,只有肩关节屈伸角度和外展角度的干预后数值存在显著差异,而肘关节屈伸角度组间无差异(P > 0.05)。结论在 UCP 患者的上肢康复过程中加入视频练习对上肢功能、选择性运动控制和本体感觉都有益处。
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Games for Health Journal
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