治愈我!--研究 "红药水 "概念及其对游戏玩家心血管耐力的影响。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-06-21 DOI:10.1089/g4h.2024.0092
Andreas Kurniawan, Yasraf Amir Piliang, Agung Eko Budiwaspada, Armein Z R Langi
{"title":"治愈我!--研究 \"红药水 \"概念及其对游戏玩家心血管耐力的影响。","authors":"Andreas Kurniawan, Yasraf Amir Piliang, Agung Eko Budiwaspada, Armein Z R Langi","doi":"10.1089/g4h.2024.0092","DOIUrl":null,"url":null,"abstract":"<p><p>The \"red potion,\" inspired by video games, emulates the health point replenishment mechanism for injured game characters. Conversely, red ginger, known for its potential tonic properties in enhancing cardiovascular endurance, poses challenges in acquisition within specific regions. Several previous studies have highlighted the existence of an inseparable link when gamers are engaged in real-world activities, even without actively playing the game in the virtual world. This suggests the potential for the \"red potion\" concept to enhance the well-being of gamers in reality. A statistical ANOVA experiment involved 90 participants, all avid gamers, categorized into three groups: basic, placebo, and experimental. The basic group (BG) received a red-colored beverage without red ginger infusion or the 'red potion' concept. In contrast, the placebo group (PG) received a similar beverage described as a \"red potion\" but without red ginger. Lastly, the experimental group (EG) received a red ginger-infused beverage without the \"red potion\" concept. Despite receiving different treatments, all beverages were presented in the same red color. Participants underwent the \"beep test\" to assess their baseline stamina. The results revealed that both PG and EG exhibited comparable cardiovascular endurance, affirming the potential of the \"red potion\" concept to positively influence gamers.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2000,"publicationDate":"2024-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Heal Me!-Investigating the \\\"Red Potion\\\" Concept and Its Influence on Gamers' Cardiovascular Endurance.\",\"authors\":\"Andreas Kurniawan, Yasraf Amir Piliang, Agung Eko Budiwaspada, Armein Z R Langi\",\"doi\":\"10.1089/g4h.2024.0092\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p>The \\\"red potion,\\\" inspired by video games, emulates the health point replenishment mechanism for injured game characters. Conversely, red ginger, known for its potential tonic properties in enhancing cardiovascular endurance, poses challenges in acquisition within specific regions. Several previous studies have highlighted the existence of an inseparable link when gamers are engaged in real-world activities, even without actively playing the game in the virtual world. This suggests the potential for the \\\"red potion\\\" concept to enhance the well-being of gamers in reality. A statistical ANOVA experiment involved 90 participants, all avid gamers, categorized into three groups: basic, placebo, and experimental. The basic group (BG) received a red-colored beverage without red ginger infusion or the 'red potion' concept. In contrast, the placebo group (PG) received a similar beverage described as a \\\"red potion\\\" but without red ginger. Lastly, the experimental group (EG) received a red ginger-infused beverage without the \\\"red potion\\\" concept. Despite receiving different treatments, all beverages were presented in the same red color. Participants underwent the \\\"beep test\\\" to assess their baseline stamina. The results revealed that both PG and EG exhibited comparable cardiovascular endurance, affirming the potential of the \\\"red potion\\\" concept to positively influence gamers.</p>\",\"PeriodicalId\":47401,\"journal\":{\"name\":\"Games for Health Journal\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":2.2000,\"publicationDate\":\"2024-06-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Games for Health Journal\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1089/g4h.2024.0092\",\"RegionNum\":3,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games for Health Journal","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1089/g4h.2024.0092","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH","Score":null,"Total":0}
引用次数: 0

摘要

红药水 "的灵感来自电子游戏,它模仿了受伤游戏角色的健康点补充机制。相反,红姜因其潜在的增强心血管耐力的滋补特性而闻名,但它在特定区域内的获取却带来了挑战。之前的一些研究强调,当游戏玩家参与现实世界的活动时,即使没有在虚拟世界中积极玩游戏,也存在着不可分割的联系。这表明 "红药水 "概念有可能提高游戏玩家在现实中的幸福感。统计方差分析实验涉及 90 名参与者,他们都是狂热的游戏玩家,分为三组:基础组、安慰剂组和实验组。基本组(BG)喝的是红色饮料,没有加入红姜或 "红药水 "概念。相比之下,安慰剂组(PG)接受的是被描述为 "红药水 "的类似饮料,但不含红色生姜。最后,实验组(EG)接受的是不含 "红药水 "概念的红姜浸泡饮料。尽管处理方法不同,但所有饮料的颜色都是一样的红色。参与者接受了 "哔哔声测试",以评估他们的基础耐力。结果显示,PG 和 EG 的心血管耐力相当,这肯定了 "红药水 "概念对游戏玩家产生积极影响的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Heal Me!-Investigating the "Red Potion" Concept and Its Influence on Gamers' Cardiovascular Endurance.

The "red potion," inspired by video games, emulates the health point replenishment mechanism for injured game characters. Conversely, red ginger, known for its potential tonic properties in enhancing cardiovascular endurance, poses challenges in acquisition within specific regions. Several previous studies have highlighted the existence of an inseparable link when gamers are engaged in real-world activities, even without actively playing the game in the virtual world. This suggests the potential for the "red potion" concept to enhance the well-being of gamers in reality. A statistical ANOVA experiment involved 90 participants, all avid gamers, categorized into three groups: basic, placebo, and experimental. The basic group (BG) received a red-colored beverage without red ginger infusion or the 'red potion' concept. In contrast, the placebo group (PG) received a similar beverage described as a "red potion" but without red ginger. Lastly, the experimental group (EG) received a red ginger-infused beverage without the "red potion" concept. Despite receiving different treatments, all beverages were presented in the same red color. Participants underwent the "beep test" to assess their baseline stamina. The results revealed that both PG and EG exhibited comparable cardiovascular endurance, affirming the potential of the "red potion" concept to positively influence gamers.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
期刊最新文献
Natural Course and Predictors of Sustained Exergaming in Young Adults. Empowering Unvaccinated Youth: Feasibility, Acceptability, and Efficacy of a COVID-19 Serious Game-Based Intervention. Participatory Development of a Virtual Reality Exercise Program for People with Chronic Pain. Executive Functions Rehabilitation in Premature Children Using an Adaptive Motion-Interaction Videogame Platform: A Randomized Controlled Trial. Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1