Exploring the Impact of Home-Based Serious Smartphone Resuscitation Gaming on Stress Among Nursing Students Practicing Simulated Adult Basic Life Support: Randomized Waitlist Controlled Trial.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-08-29 DOI:10.2196/67623
Nino Fijačko, Benjamin S Abella, Špela Metličar, Leon Kopitar, Robert Greif, Gregor Štiglic, Pavel Skok, Matej Strnad
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引用次数: 0

Abstract

Background: Simulation-based training is widely used in resuscitation education, yet limited research exists on how serious smartphone games-especially when used independently at home-impact stress levels during simulated adult basic life support (BLS). Understanding this relationship may offer new approaches to preparing health care students for high-stress clinical situations.

Objective: This study aimed to evaluate the impact of a home-based serious resuscitation game, MOBICPR, on physiological stress markers among nursing students performing simulated adult BLS.

Methods: In this single-center, randomized, waitlist controlled trial, 43 first-year nursing students were assigned to either an intervention group (IG) or a waitlist control group (WL-CG). Stress was measured at baseline and 2-week and 4-week follow-ups using electrodermal activity (EDA), blood volume pulse (BVP), heart rate (HR), and body temperature (BT) collected via the Empatica E4 wearable (Empatica Inc., USA). Each data collection point included 3 phases: mandala coloring before and after simulated adult BLS performance, and the adult BLS scenario itself. The MOBICPR game-a serious mobile game designed per the 2021 European Resuscitation Council adult BLS guidelines-was played at home over 2 weeks by IG (weeks 0-2) and WL-CG (weeks 2-4). A random forest classifier, trained on the AffectiveRoad dataset, predicted stress levels (none, moderate, and high) based on physiological signals.

Results: Of 124 students invited, 43 participated (22 in IG, 21 in WL-CG; 38/43, 88% female; mean age of 19, SD 0.6 years). EDA, BVP, and BT significantly changed across measurement phases in both groups (P<.05), while HR did not show consistent differences (P>.05). Stress classification showed a significant decrease in stress after simulated adult BLS in the IG at the 2-week follow-up (P=.04), but not in the WL-CG. After 2 weeks of gameplay, 12 of 22 participants in the IG had lower stress levels after performing simulated adult BLS compared to before, suggesting an adaptive stress response. No significant group-level stress reductions were observed over time.

Conclusions: Short-term, home-based gameplay using a serious resuscitation game modestly influenced physiological indicators of stress during simulated adult BLS among nursing students. While overall group stress levels remained stable, individualized responses suggested improved coping for some. Incorporating serious games into curricula could offer learners safe, gamified environments to rehearse stressful clinical scenarios. Future research should explore optimal game frequency and content depth to maximize educational and emotional resilience outcomes.

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探索基于家庭的严重智能手机复苏游戏对护理学生模拟成人基本生命支持压力的影响:随机候补对照试验
背景:基于模拟的训练广泛应用于复苏教育中,但关于严肃的智能手机游戏(尤其是在家中独立使用时)如何影响模拟成人基本生命支持(BLS)期间的压力水平的研究有限。了解这种关系可以提供新的方法来准备卫生保健学生的高压力的临床情况。目的:本研究旨在评估基于家庭的严重复苏游戏MOBICPR对护理学生进行模拟成人BLS时生理应激指标的影响。方法:在单中心、随机、候补对照试验中,43名一年级护生被分为干预组(IG)和候补对照组(WL-CG)。通过Empatica E4可穿戴设备(Empatica Inc., USA)收集的皮肤电活动(EDA)、血容量脉搏(BVP)、心率(HR)和体温(BT),在基线和2周和4周随访时测量应激。​MOBICPR游戏是根据2021年欧洲复苏委员会成人BLS指南设计的一款严肃的手机游戏,IG(0-2周)和WL-CG(2-4周)在家中玩了2周。在affectiverload数据集上训练的随机森林分类器根据生理信号预测压力水平(无、中等和高)。结果:124名被邀请的学生中,有43名参加了研究,其中IG组22名,WL-CG组21名,38/43,88%为女性,平均年龄19岁,SD 0.6岁。两组患者EDA、BVP、BT在各测量阶段均有显著差异(p < 0.05)。应激分类显示,模拟成人BLS后大鼠IG组应激水平显著降低(P= 0.04),但WL-CG组无明显差异。经过两周的游戏后,22名IG参与者中有12人在模拟成人BLS后的压力水平比之前有所降低,这表明他们有适应性压力反应。随着时间的推移,没有观察到明显的组水平压力减轻。结论:在模拟成人BLS期间,短期的、基于家庭的严肃复苏游戏适度地影响了护理学生的生理压力指标。虽然整体群体压力水平保持稳定,但个别反应表明,一些人的应对能力有所提高。将严肃的游戏融入课程可以为学习者提供安全的、游戏化的环境来演练有压力的临床场景。未来的研究应探索最佳的游戏频率和内容深度,以最大限度地提高教育和情绪弹性的结果。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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