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The Impact of Gamified Auditory-Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages. 游戏化听力语言训练对处于中高级康复阶段的听障儿童的影响
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 Epub Date: 2024-05-29 DOI: 10.1089/g4h.2023.0213
Yan Xiang, Zhen Zhang, Danni Chang, Lei Tu

Background: Auditory-verbal training is essential for children with hearing challenges, and the gamification approach has become a promising direction for improving the rehabilitation experience and effect. However, the specific influence of the gamified training approach on participants at different rehabilitation stages has not been empirically studied, especially in the practical training effect caused by gamified interventions and the varying influence on children with different rehabilitation status. Objective: This article is thus intended to investigate the following research questions: (1) do the training performances of children at advanced rehabilitation stage differ before and after using the gamified training system? (2) Do the training performances of children at intermediate rehabilitation stage differ before and after using the gamified training system? (3) Do children enjoy the gamified training approach? Methods: For the purpose, a digital gamified auditory-verbal training system was originally developed, and a series of user experiments were organized. The training performance of 31 hearing-challenged children was assessed, and interviews with six professional therapists were conducted.  Results: It can be found that generally the gamified training approach can effectively facilitate the training experience and help with the basic auditory memory and expression capabilities. Moreover, it is feasible to be applied in practical training due to the high customization of digital training contents, multimodal interactive training means, and highly enjoyable training experience. Conclusions: Regarding the specific influence, the gamified way can better improve the basic auditory-verbal performance of children at the intermediate stage since the focus is more on the ease of learning and adaption to the training system. While for children at the advanced rehabilitation stage, the precise training and professional training contents are more in demand, it is not easy to achieve quick improvements. These findings and conclusions can provide insights for further explorations and applications of the gamification approach in children's auditory-verbal rehabilitation. This study was approved by the Institutional Review Board (IRB) of Shanghai Jiao Tong University with the approval number H2022213P.

背景:听觉言语训练对于听障儿童来说是必不可少的,而游戏化的训练方法已经成为改善康复体验和效果的一个很有前景的方向。然而,游戏化训练方法对不同康复阶段参与者的具体影响尚未得到实证研究,尤其是游戏化干预所带来的实际训练效果,以及对不同康复状况儿童的不同影响。本文的目的就在于此:因此,本文旨在探究以下研究问题:(1)处于康复晚期的儿童在使用游戏化训练系统前后的训练表现是否存在差异?(2)中级康复阶段的儿童在使用游戏化训练系统前后的训练表现是否有差异?(3) 儿童是否喜欢游戏化训练方法?研究方法:为此,最初开发了一套数字游戏化听力语言训练系统,并组织了一系列用户实验。对 31 名听障儿童的训练表现进行了评估,并对 6 名专业治疗师进行了访谈。 实验结果可以发现,一般来说,游戏化的训练方法可以有效地促进训练体验,并对基本的听觉记忆和表达能力有所帮助。此外,由于数字训练内容的高度定制化、多模态互动训练手段和高度愉悦的训练体验,将其应用于实际训练是可行的。结论就具体影响而言,游戏化方式更注重学习的便捷性和对训练系统的适应性,因此能更好地提高中级阶段儿童的基本听觉言语能力。而对于高级康复阶段的儿童来说,则更需要精准的训练和专业的训练内容,不容易实现快速提高。这些发现和结论可以为游戏化方法在儿童听觉言语康复中的进一步探索和应用提供启示。本研究已获上海交通大学机构审查委员会(IRB)批准,批准号为H2022213P。
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引用次数: 0
Using a Biofeedback-Based Mindfulness Practice System to Enhance Mindfulness and Alleviate Anxiety in College Students: A Randomized Controlled Trial. 使用基于生物反馈的正念练习系统来增强正念和缓解大学生的焦虑:随机对照试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 Epub Date: 2024-05-29 DOI: 10.1089/g4h.2024.0041
Wang Mingxuan, Han Ting, Zhang Chenqi, Zhao Ningning, Chen Hao, Zheng Hongtao, Li Shuo, Ge Yang

Objective: College students experience intense anxiety, for which biofeedback mindfulness techniques show effectiveness in relief. However, typical biofeedback products often lead to user fatigue and boredom because of a single or fixed feedback and lack of focus on mindfulness enhancement. Materials and Methods: In this research, we developed Mindjourney, a VR-based respiratory feedback mindfulness system, designed to enhance mindfulness and alleviate anxiety through continuous/noncontinuous feedback and nonjudgmental reward/punishment for self-perception and attention management. A randomized controlled trial involved 72 college students, split equally into short-term (n = 34, age: 23.11 ± 1.729) and 4-week long-term (n = 38, age: 24.12 ± 1.408) groups, with equal randomization for intervention and control groups. Pre/postintervention tests were measured by using Trait Anxiety Inventory (TAI) and Five Facet Mindfulness Questionnaire (FFMQ) for long-term groups and Galvanic Skin Response and State Anxiety Inventory (SAI) for short-term groups. Results: Results showed that the long-term intervention group showed a significant increase in mindfulness (P = 0.001 for FFMQ total score). Furthermore, observe and act with awareness subscales showed significant increase after intervention (P = 0.034 for observe, P < 0.001 for act with awareness) compared with the control group. Both intervention groups demonstrated a significant decrease in anxiety levels compared with the control groups (P = 0.049 for SAI, P = 0.01 for TAI). Moreover, participants expressed high interest in this biofeedback mindfulness system and willingness for long-term usage. Conclusion: The proposed biofeedback mindfulness practice system could potentially facilitate mindfulness practice and serve as a convenient tool for anxiety relief in campus college students.

目的:大学生有强烈的焦虑感,生物反馈正念技术对缓解这种焦虑感很有效。然而,典型的生物反馈产品由于反馈单一或固定,且缺乏对正念增强的关注,往往会导致用户疲劳和厌倦。材料与方法:在这项研究中,我们开发了基于 VR 的呼吸反馈正念系统 Mindjourney,旨在通过连续/非连续反馈和非评判性奖励/惩罚来增强正念和缓解焦虑,从而实现自我感知和注意力管理。一项随机对照试验涉及 72 名大学生,平均分为短期组(n = 34,年龄:23.11 ± 1.729)和为期 4 周的长期组(n = 38,年龄:24.12 ± 1.408),干预组和对照组的随机化程度相同。长期组采用特质焦虑量表(TAI)和五面正念问卷(FFMQ)进行干预前后测试,短期组采用伽伐尼皮肤反应(Galvanic Skin Response)和状态焦虑量表(SAI)进行干预前后测试。结果显示结果显示,长期干预组的正念显著增强(FFMQ 总分的 P = 0.001)。此外,与对照组相比,观察和觉察行动分量表在干预后有显著提高(观察的 P = 0.034,觉察行动的 P < 0.001)。与对照组相比,两个干预组的焦虑水平都有明显下降(SAI 的 P = 0.049,TAI 的 P = 0.01)。此外,参与者对这一生物反馈正念系统表示出浓厚的兴趣,并愿意长期使用。结论建议的生物反馈正念练习系统有可能促进正念练习,并成为缓解校园大学生焦虑的便捷工具。
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引用次数: 0
Participatory Development of a Virtual Reality Exercise Program for People with Chronic Pain. 参与式开发针对慢性疼痛患者的虚拟现实锻炼计划。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 Epub Date: 2024-04-01 DOI: 10.1089/g4h.2023.0229
Sella A Provan, Sigbjørn Litleskare, Ole Einar Flaten, Henning Pettersen, Linda Røset, Giovanna Calogiuri

Background: By describing how a participatory process led to changes in the design of a study of a virtual reality (VR)-guided exercise and mindfulness intervention tailored to people with chronic musculoskeletal pain, this article makes the case for including end user at an early stage when planning research within this field. Methods: A multidisciplinary panel including end-user representatives, researcher, clinicians, and VR developers participated in a 1-day workshop to design a randomized study and a VR-guided intervention. Results: Through the participatory process, changes were made to the original study design with respect to experimental design, duration, content of VR interventions and mode of delivery. Conclusion: This case exemplifies the importance of including end-user participants in the early phases of planning VR interventions for people with chronic pain.

背景:本文通过描述参与式过程如何改变了一项针对慢性肌肉骨骼疼痛患者的虚拟现实(VR)指导运动和正念干预研究的设计,说明在规划该领域的研究时,应在早期阶段将最终用户纳入其中。研究方法包括最终用户代表、研究人员、临床医生和 VR 开发人员在内的多学科小组参加了为期一天的研讨会,以设计随机研究和 VR 指导下的干预措施。结果:通过参与过程,对最初的研究设计进行了修改,包括实验设计、持续时间、VR 干预内容和实施方式。结论:这个案例说明,在为慢性疼痛患者规划 VR 干预的早期阶段,让最终用户参与其中非常重要。
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引用次数: 0
Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review. 游戏化电子健康促进青少年慢性病自我管理:系统回顾
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 Epub Date: 2024-06-20 DOI: 10.1089/g4h.2023.0111
Maartje D Stutvoet, Lisa Levelt, Micah M Hrehovcsik, Job Van't Veer, Valentijn T Visch, Wichor M Bramer, Manon H J Hillegers, Remco C Veltkamp, Sanne L Nijhof, Fernando Estévez-López

This systematic review primarily aims to provide a summary of the game mechanics implemented in eHealth tools supporting young people's self-management of their chronic diseases. This review secondarily investigates the rationale for implementing game mechanics and the effects of these tools. A systematic search was conducted in Embase, Medline, PsycINFO, and Web of Science, from inception until August 30, 2022. Studies were eligible if focus was on the utilization of gamification in eHealth self-management interventions for young people (age = 10-25 years) with chronic diseases. Primary quantitative, qualitative, and mixed-method studies written in English were included. We identified 34 eHealth tools, of which 20 (59%) were gamified tools and 14 (41%) were serious games. We found that 55 unique game mechanics were implemented. The most commonly used were rewards (50%), score (44%), creative control (41%), and social interaction (32%). In comparison with gamified tools, the number and diversity of game mechanics applied were higher in serious games. For most tools (85%), a general rationale was provided for utilizing gamification, which often was to promote engaging experiences. A rationale for using specific game mechanics was less commonly provided (only for 45% of the game mechanics). The limited availability of experimental research precludes to test the effectiveness of using gamification in eHealth to support self-management in young people with chronic diseases. In this study, we highlight the importance of reporting the rationale for utilizing specific game mechanics in eHealth tools to ensure a proper alignment with evidence-based practice and the need of conducting experimental research. PROSPERO: CRD42021293037.

本系统综述的主要目的是总结支持年轻人自我管理慢性疾病的电子健康工具中采用的游戏机制。其次,本综述还调查了实施游戏机制的理由以及这些工具的效果。从开始到 2022 年 8 月 30 日,我们在 Embase、Medline、PsycINFO 和 Web of Science 中进行了系统检索。如果研究重点是针对患有慢性疾病的年轻人(年龄=10-25 岁)的电子健康自我管理干预中游戏化的应用,则符合条件。我们纳入了以英语撰写的主要定量、定性和混合方法研究。我们确定了 34 种电子健康工具,其中 20 种(59%)是游戏化工具,14 种(41%)是严肃游戏。我们发现共实施了 55 种独特的游戏机制。最常用的是奖励(50%)、得分(44%)、创意控制(41%)和社交互动(32%)。与游戏化工具相比,严肃游戏中应用的游戏机制的数量和多样性更高。对于大多数工具(85%)来说,使用游戏化的一般理由通常是为了促进引人入胜的体验。而使用特定游戏机制的理由则不太常见(仅占游戏机制的 45%)。由于实验研究有限,因此无法测试在电子健康中使用游戏化支持慢性病青少年自我管理的有效性。在这项研究中,我们强调了报告在电子健康工具中使用特定游戏机制的理由的重要性,以确保与循证实践和开展实验研究的必要性保持一致。prospero:CRD42021293037。
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引用次数: 0
Synchronization of a Virtual Reality Scenario to Uterine Contractions for Labor Pain Management: Development Study and Randomized Controlled Trial. 虚拟现实场景与子宫收缩同步用于分娩镇痛:开发研究与随机对照试验。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 Epub Date: 2024-06-11 DOI: 10.1089/g4h.2023.0202
Antonio Melillo, Sarah Rachedi, Giuseppe Caggianese, Luigi Gallo, Patrizia Maiorano, Francesca Gimigliano, Fabio Lucidi, Giuseppe De Pietro, Maurizio Guida, Antonio Giordano, Andrea Chirico

Background: Labor is described as one of the most painful events women can experience through their lives, and labor pain shows unique features and rhythmic fluctuations. Purpose: The present study aims to evaluate virtual reality (VR) analgesic interventions for active labor with biofeedback-based VR technologies synchronized to uterine activity. Materials and Methods: We developed a VR system modeled on uterine contractions by connecting it to cardiotocographic equipment. We conducted a randomized controlled trial on a sample of 74 cases and 80 controls during active labor. Results: Results of the study showed a significant reduction of pain scores compared with both preintervention scores and to control group scores; a significant reduction of anxiety levels both compared with preintervention assessment and to control group and significant reduction in fear of labor experience compared with controls. Conclusion: VR may be considered as an effective nonpharmacological analgesic technique for the treatment of pain and anxiety and fear of childbirth experience during labor. The developed system could improve personalization of care, modulating the multisensory stimulation tailored to labor progression. Further studies are needed to compare the synchronized VR system to uterine activity and unsynchronized VR interventions.

背景介绍分娩被描述为妇女一生中可能经历的最痛苦的事件之一,而分娩疼痛显示出独特的特征和节律性波动。目的:本研究旨在通过与子宫活动同步的基于生物反馈的虚拟现实(VR)技术,评估对活跃分娩的虚拟现实(VR)镇痛干预。材料与方法:我们开发了一套以子宫收缩为模型的 VR 系统,并将其与心动图设备相连。我们对活跃产程中的 74 例病例和 80 例对照进行了随机对照试验。结果显示研究结果表明,与干预前评分和对照组评分相比,疼痛评分显著降低;与干预前评估和对照组相比,焦虑水平显著降低;与对照组相比,对分娩体验的恐惧显著降低。结论:VR 可被视为一种有效的非药物镇痛技术,用于治疗分娩时的疼痛、焦虑和分娩恐惧。所开发的系统可提高护理的个性化程度,根据分娩进程调节多感官刺激。还需要进一步研究,将同步 VR 系统与子宫活动和非同步 VR 干预进行比较。
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引用次数: 0
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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Games for Health Journal
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