Patrick Manser , Eling D. de Bruin , Jean-Jacques Temprado , Louis Bherer , Fabian Herold
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引用次数: 0
Abstract
Applying innovations in digital health technologies, such as exergames, has been recommended by official bodies like the World Health Organization for health promotion and disease prevention across various populations and age groups. Given a key advantage of interactive and gamified digital health technologies is promoting user engagement, a substantial proportion of studies have implemented recreational exergames - games primarily designed to make specific activities more fun and entertaining. In this article, we aim to move beyond the benefits of "just" providing a more engaging environment for physical and motor-cognitive activities/exercises by shedding light on serious exergame features that enhance the ecological validity of exercises and offer unique advantages for tailoring interventions beyond conventional approaches. To this end, we review the roles and mechanisms of specific exergame features in supporting adherence to relevant behavior change, neuroscience, and exercise science principles, and integrate our findings into the ‘Beyond “Just” Fun of Exergames Framework’. This framework (i) implements a definition and classification approach to harmonize and provide more nuanced terminology for specific application scenarios of exergame technologies, and (ii) delineates best practices for the theoretically grounded selection and implementation of exergame features in health promotion and primary through tertiary disease prevention (including rehabilitation). By introducing this framework, we aim to support a paradigm shift by guiding game designers, researchers, and exercise and therapy practitioners from entertainment-centered recreational solutions towards serious exergames that are purposefully designed with adequate theoretical underpinnings, thereby unlocking the full potential of exergame-enhanced interventions for individuals and public health needs.
世界卫生组织(World health Organization)等官方机构建议,将电子游戏等数字卫生技术的创新应用于不同人群和年龄组的健康促进和疾病预防。鉴于交互式和游戏化数字健康技术的一个关键优势是促进用户参与,相当一部分研究已经实施了娱乐性运动游戏——主要是为了使特定活动更有趣和娱乐而设计的游戏。在这篇文章中,我们的目标是超越“仅仅”为身体和运动认知活动/锻炼提供一个更有吸引力的环境的好处,通过揭示增强锻炼的生态有效性的严肃运动特征,并提供超越传统方法的定制干预的独特优势。为此,我们回顾了特定游戏特征在支持遵守相关行为改变、神经科学和运动科学原则方面的作用和机制,并将我们的发现整合到“超越”仅仅是“游戏乐趣框架”中。该框架(i)实施了定义和分类方法,以协调和提供更细致的术语,用于exergame技术的具体应用场景,以及(ii)描述了在健康促进和初级到三级疾病预防(包括康复)中基于理论的exergame特征的选择和实施的最佳实践。通过引入这一框架,我们的目标是通过引导游戏设计师、研究人员、锻炼和治疗从业者从以娱乐为中心的娱乐解决方案转向有目的地设计具有充分理论基础的严肃锻炼游戏,从而释放锻炼游戏增强干预个人和公共健康需求的全部潜力,从而支持范式转变。
期刊介绍:
The official journal of the International Behavioral Neuroscience Society publishes original and significant review articles that explore the intersection between neuroscience and the study of psychological processes and behavior. The journal also welcomes articles that primarily focus on psychological processes and behavior, as long as they have relevance to one or more areas of neuroscience.