Enhancing Cognition, Self-Efficacy, and Postural Control Skills of Persons with Schizophrenia Spectrum Disorders Using Immersive Puzzle Video Games.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Jen-Suh Chern, Yu Yang, Chien-Chun Chu
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引用次数: 0

Abstract

Introduction: Players' engagement in video games is dependent on their level of immersion in the virtual gaming environment. Tabletop (TT) puzzle video games (PVGs), which are usually played in a sedentary posture and require upper limb motor skill, improve players' cognition and upper limb motor performance. Immersive PVGs, such as Angry Birds, have been created recently. These games are played in a standing mode and require the players to shift their center of gravity (COG) to achieve the gaming goals. Their task-oriented nature makes it possible for these video games to improve players' self-efficacy. However, there is a lack of research into the cognitive, upper and lower limb motor performance, capacity to shift the COG, that is, stability limit, and self-efficacy benefits of immersive PVGs played in standing mode. Objectives: This study examined the effects of an immersive physics-based PVG (PBPVG), the Angry Birds, on cognition, motor outcomes, and self-efficacy. Immersive video games were developed in order to enable a high level of immersion and engagement. We hypothesized that following three sessions per week for 12 weeks of training, players would demonstrate improvements in cognition, upper and lower limb motor performance, stability limit, and self-efficacy. Methods: A sample of 82 adults with schizophrenia spectrum disorders recruited from two psychiatric rehabilitation units were assigned by lottery randomization to an experimental group or a control group (n = 41 respectively). Participants in the experimental group played Angry Birds in standing mode for three 50-minute sessions per week for 12 weeks. Processing speed and cognitive flexibility (two critical components of integrated cognition), upper and lower limb motor performance, stability limit, and self-efficacy were evaluated at baseline and at 12 weeks. Results: A repeated measures two-way analysis of variance revealed significant interaction effects (P = 0.021-P < 0.001) with medium to large effect sizes (ηp2 = 0.064-0.241) for stability limit and self-efficacy. Significant main effects (P < 0.001) with medium to large effect sizes (ηp2 = 0.095-0.277) for processing speed and upper and lower limb motor performance were found. The following simple main effects examined with one-way analysis of covariance showed significant improvement (P < 0.001) with medium to large effect sizes (ηp2 = 0.151-0.249) for stability limit and self-efficacy. A near significant difference (P = 0.063) with a near medium effect size (ηp2 = 0.040) showed improvement in cognitive flexibility, but nonsignificant improvement (P > 0.05) with a trivial effect size (ηp2 = 0.001) for processing speed and a small effect size (ηp2 = 0.021-0.027) for upper and lower limb motor performance were found. Conclusion: PBPVGs could improve cognitive flexibility, stability limit, and self-efficacy. These effects might depend on the level of immersion, type of motor skill and body part involvement, and demands of cognitive components when playing, which might stem from the task-oriented nature of the chosen game and gaming mechanism.

利用沉浸式解谜游戏提高精神分裂症谱系障碍患者的认知、自我效能和姿势控制技能。
简介:玩家在电子游戏中的参与度取决于他们在虚拟游戏环境中的沉浸程度。桌面解谜类电子游戏(PVGs)通常以久坐不动的姿势进行,需要上肢运动技能,可以提高玩家的认知能力和上肢运动能力。最近出现了《愤怒的小鸟》等沉浸式pvp游戏。这些游戏以站立模式进行,要求玩家转移重心(COG)来实现游戏目标。它们以任务为导向的特性使得这些电子游戏能够提高玩家的自我效能感。然而,对于站立模式下沉浸式PVGs的认知、上肢和下肢运动表现、COG移动能力(即稳定性极限)和自我效能效益的研究较少。目的:本研究考察了沉浸式物理游戏《愤怒的小鸟》(Angry Birds)对认知、运动结果和自我效能的影响。沉浸式电子游戏的开发是为了实现高水平的沉浸感和参与度。我们假设,在每周三次为期12周的训练后,球员将在认知、上肢和下肢运动表现、稳定性极限和自我效能方面表现出改善。方法:从两家精神康复单位招募成人精神分裂症谱系障碍患者82例,采用摇号随机法分为实验组和对照组(n = 41)。实验组的参与者在12周的时间里,每周以站立模式玩3次50分钟的《愤怒的小鸟》。在基线和12周时评估处理速度和认知灵活性(综合认知的两个关键组成部分)、上肢和下肢运动表现、稳定性极限和自我效能。结果:重复测量双向方差分析显示,稳定性极限和自我效能的交互效应显著(P = 0.021-P < 0.001),且效应大小为中~大(ηp2 = 0.064-0.241)。在处理速度和上肢和下肢运动表现方面存在显著的主效应(P < 0.001),且效应大小为中~大(ηp2 = 0.095 ~ 0.277)。单因素协方差分析显示,稳定性极限和自我效能有显著改善(P < 0.001),且效应大小中等(ηp2 = 0.151-0.249)。在认知灵活性方面有接近显著性差异(P = 0.063),效应大小接近中等(ηp2 = 0.040),但在处理速度方面无显著性差异(P > 0.05),在上肢和下肢运动能力方面有较小的效应大小(ηp2 = 0.001),效应大小较小(ηp2 = 0.021-0.027)。结论:PBPVGs可提高认知灵活性、稳定性极限和自我效能感。这些影响可能取决于沉浸程度、运动技能类型和身体部位参与程度,以及玩游戏时对认知成分的需求,这可能源于所选游戏和游戏机制的任务导向性质。
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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
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