JMIR Serious Games最新文献

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Electroencephalography Functional Network Responses to Immersive Virtual Reality in Alzheimer Disease and Mild Cognitive Impairment: Exploratory Single-Session 3-Group Repeated-Measures Study. 阿尔茨海默病和轻度认知障碍患者对沉浸式虚拟现实的脑电图功能网络反应:探索性单次3组重复测量研究。
IF 4.7 2区 医学
JMIR Serious Games Pub Date : 2026-09-04 DOI: 10.2196/95160
Yi Hao Yao, Shibo Xu, Eun-Seong Kim, Eun-Ah Kim, Yan-Xiong Wang, Hyun Soo Kim, Do Hoon Kim, Jun-Ge Liang, Young-Kee Shin, Nam-Young Kim
{"title":"Electroencephalography Functional Network Responses to Immersive Virtual Reality in Alzheimer Disease and Mild Cognitive Impairment: Exploratory Single-Session 3-Group Repeated-Measures Study.","authors":"Yi Hao Yao, Shibo Xu, Eun-Seong Kim, Eun-Ah Kim, Yan-Xiong Wang, Hyun Soo Kim, Do Hoon Kim, Jun-Ge Liang, Young-Kee Shin, Nam-Young Kim","doi":"10.2196/95160","DOIUrl":"https://doi.org/10.2196/95160","url":null,"abstract":"<p><strong>Background: </strong>Alzheimer disease (AD) is increasingly conceptualized as a disorder of large-scale brain network disruption rather than isolated regional dysfunction. Immersive virtual reality (VR) may provide a controlled sensory challenge for neurophysiological assessment, but its association with whole-brain electroencephalography (EEG) functional network organization across AD and mild cognitive impairment (MCI) remains insufficiently characterized.</p><p><strong>Objective: </strong>This study examined whether immersive VR exposure was associated with state-dependent changes in EEG-derived functional network organization among older adults with AD, MCI, and normal cognition (NC).</p><p><strong>Methods: </strong>This exploratory single-session, 3-group repeated-measures EEG study included 60 older adults: 20 with AD, 20 with MCI, and 20 participants with NC. During a single visit, participants underwent repeated within-session EEG recordings during pre-VR resting, immersive VR exposure, and post-VR resting states. VR was delivered through a head-mounted display presenting a passive first-person roller-coaster environment. Functional connectivity was quantified using phase-locking value (PLV) across multiple frequency bands, and global efficiency (GE), modularity, and nodal strength were calculated to characterize network topology. Between-group differences within each state were assessed using 1-way ANOVA with post hoc pairwise comparisons, whereas within-group state changes were evaluated using paired-sample 2-tailed t tests. Benjamini-Hochberg false discovery rate (FDR) correction was applied to inferential graph-theoretical analyses. PLV matrices, nodal strength maps, and connectivity graphs were interpreted descriptively.</p><p><strong>Results: </strong>In the broadband range, GE was higher in the AD group than in the NC group during the pre-VR resting state (raw P=.009; FDR-adjusted P=.04), whereas the AD-NC difference was not statistically significant during VR exposure or the post-VR resting state. Baseline modularity was also higher in AD than in NC and remained significant after FDR correction; no significant between-group modularity differences were detected during VR exposure. Within-group analyses showed an FDR-corrected increase in GE from pre-VR to VR in NC participants and from pre-VR to post-VR in participants with MCI. No within-group GE change in AD remained significant after FDR correction. Descriptive PLV, nodal strength, and connection maps suggested state-associated changes in hemispheric distribution and high-frequency connectivity patterns. However, high-frequency GE findings did not remain significant after FDR correction and were therefore interpreted as exploratory.</p><p><strong>Conclusions: </strong>In this exploratory single-session, 3-group repeated-measures EEG study, immersive VR exposure was associated with short-term, state-dependent changes in PLV-derived EEG functional network organization a","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e95160"},"PeriodicalIF":4.7,"publicationDate":"2026-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148891002","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Correction: Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review. 修正:治疗性电子游戏对患有焦虑症的青少年的结果的经验证据:系统回顾。
IF 4.7 2区 医学
JMIR Serious Games Pub Date : 2026-09-04 DOI: 10.2196/110402
{"title":"Correction: Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review.","authors":"","doi":"10.2196/110402","DOIUrl":"https://doi.org/10.2196/110402","url":null,"abstract":"<p><p>[This corrects the article DOI: 10.2196/games.9530.].</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e110402"},"PeriodicalIF":4.7,"publicationDate":"2026-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148890983","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Behavioral and Physiological Responses to Sensory and Cognitive Demands in an Immersive Virtual Reality Shopping Task in Unimpaired Young Adults: Within-Subjects Experimental Study. 在沉浸式虚拟现实购物任务中对感官和认知需求的行为和生理反应:受试者内实验研究。
IF 4.7 2区 医学
JMIR Serious Games Pub Date : 2026-08-28 DOI: 10.2196/84893
Salvatore Luca Cucinella, Job LA Mulder, Joost Cf de Winter, Laura Marchal-Crespo
{"title":"Behavioral and Physiological Responses to Sensory and Cognitive Demands in an Immersive Virtual Reality Shopping Task in Unimpaired Young Adults: Within-Subjects Experimental Study.","authors":"Salvatore Luca Cucinella, Job LA Mulder, Joost Cf de Winter, Laura Marchal-Crespo","doi":"10.2196/84893","DOIUrl":"https://doi.org/10.2196/84893","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Immersive virtual reality (IVR) is increasingly used for task training. Adjusting sensory and cognitive complexity to individual capacity is important for effective training, yet it remains unclear how varying visual, auditory, and cognitive demands influence behavioral responses, physiological activity, and task performance during goal-directed activities in IVR.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to examine how 2 levels (low and high) of visual, auditory, and mental demands affect self-reported mental demand and effort (MDE), task performance, heart rate, gaze behavior, and head movements during a virtual grocery shopping task.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;A within-subjects study was conducted with 22 unimpaired university students (11 women, 11 men; aged 23-27 years) recruited via convenience sampling at TU Delft, the Netherlands. Participants completed a grocery shopping task (collecting products from shelves during 122-second trials) under 7 conditions: baseline, visual low/high (background characters), auditory low/high (background sounds), and mental low/high (0-back/2-back tasks), in random order. Outcome measures included MDE (0-100), task performance (products placed in the cart), mean heart rate (from electrocardiography), head-stillness duration, and gaze duration on areas of interest (via integrated eye-tracking). Two-tailed paired-samples t tests with Bonferroni correction (α=.008) were supplemented by linear mixed-effects models.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;The mental high condition produced the largest effects: MDE increased relative to baseline (mean difference [M&lt;sub&gt;diff&lt;/sub&gt;] 52.73, 95% CI 44.01-61.44; t&lt;sub&gt;21&lt;/sub&gt;=12.58; P&lt;.001), performance decreased (M&lt;sub&gt;diff&lt;/sub&gt; -8.00 products, 95% CI -9.57 to -6.43; t&lt;sub&gt;21&lt;/sub&gt;=-10.58; P&lt;.001), head-stillness duration increased (M&lt;sub&gt;diff&lt;/sub&gt; 13.54 s, 95% CI 9.94-17.14; t&lt;sub&gt;21&lt;/sub&gt;=7.83; P&lt;.001), and gaze on the shopping list increased (M&lt;sub&gt;diff&lt;/sub&gt; 9.89 s, 95% CI 5.36-14.43; t&lt;sub&gt;21&lt;/sub&gt;=4.54; P&lt;.001). Auditory high demands increased MDE (M&lt;sub&gt;diff&lt;/sub&gt; 17.05, 95% CI 9.15-24.94; t&lt;sub&gt;21&lt;/sub&gt;=4.49; P&lt;.001) without significantly affecting performance. Visual high demands redistributed gaze away from the main shelves (M&lt;sub&gt;diff&lt;/sub&gt; -6.11 s, 95% CI -8.70 to -3.52; t&lt;sub&gt;21&lt;/sub&gt;=-4.91; P&lt;.001) without reducing performance. Heart rate increased under mental low demand (M&lt;sub&gt;diff&lt;/sub&gt; 4.02 bpm, 95% CI 1.69-6.34; t&lt;sub&gt;21&lt;/sub&gt;=3.59; P=.002); the mental high effect did not reach corrected significance in the paired-samples test (P=.02), possibly due to reduced physical activity in this condition. Under high cognitive load, participants spent more time checking the shopping list and showed greater head-stillness, consistent with task-serialization and memory-offloading strategies.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Cognitive demands strongly impacted workload, performance, and behavior, while sensory demands a","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e84893"},"PeriodicalIF":4.7,"publicationDate":"2026-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148850872","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Serious Game-Based Attention Assessment for Attention-Deficit/Hyperactivity Disorder in Children and Adolescents: Preliminary Cross-Sectional Convergent Validation Study. 儿童和青少年注意缺陷/多动障碍的严重游戏性注意评估:初步横断面趋同验证研究。
IF 4.7 2区 医学
JMIR Serious Games Pub Date : 2026-08-28 DOI: 10.2196/80441
Alejandro Panagiotidis-Arrizabalaga, Ana Lavalle, Miguel A Teruel, Javier Sanchis, Nicolás Ruiz-Robledillo, Borja Costa-López
{"title":"Serious Game-Based Attention Assessment for Attention-Deficit/Hyperactivity Disorder in Children and Adolescents: Preliminary Cross-Sectional Convergent Validation Study.","authors":"Alejandro Panagiotidis-Arrizabalaga, Ana Lavalle, Miguel A Teruel, Javier Sanchis, Nicolás Ruiz-Robledillo, Borja Costa-López","doi":"10.2196/80441","DOIUrl":"https://doi.org/10.2196/80441","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Attention-deficit/hyperactivity disorder (ADHD) is a common neurodevelopmental disorder in children, characterized by inattention, hyperactivity, and impulsivity that significantly disrupt daily functioning. Comprehensive ADHD assessment requires multimethod and multi-informant evaluation, and objective attention measures can complement this process. Serious game-based assessments may further support this process by combining structured task mechanics and dynamic audiovisual guidance in a child-oriented digital environment.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to develop and validate Attention Robots, a serious game designed for assessing behavioral attention indicators in children and adolescents. The goal was to examine whether its outputs corresponded with indicators from the widely used D2-R Test of Attention as preliminary evidence of convergent validity.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;In this preliminary cross-sectional convergent validation study, 58 participants (34 male and 24 female individuals) aged 6-18 years, recruited through clinical referral and community sources, completed Attention Robots followed by the D2-R test. The original group variable, assigned by the project psychologists, identified 19 participants in the experimental group and 39 participants in the control group. Attention Robots presents timed rows of robot stimuli and asks participants to identify and select predefined target robots. Spearman and Pearson correlations compared working speed, omissions, commissions, concentration, and precision across both instruments.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Primary cross-test correlations were positive. Spearman correlations were observed for working speed (ρ=0.905, 95% CI 0.84-0.94; P&lt;.001), omissions (ρ=0.333, 95% CI 0.08-0.54; P=.01), commissions (ρ=0.496, 95% CI 0.27-0.67; P&lt;.001), concentration (ρ=0.926, 95% CI 0.88-0.96; P&lt;.001), and precision (ρ=0.607, 95% CI 0.41-0.75; P&lt;.001). Pearson correlations showed a similar pattern for working speed (r=0.911, 95% CI 0.85-0.95; P&lt;.001), omissions (r=0.278, 95% CI 0.02-0.50; P=.04), commissions (r=0.396, 95% CI 0.15-0.59; P=.002), concentration (r=0.922, 95% CI 0.87-0.95; P&lt;.001), and precision (r=0.574, 95% CI 0.37-0.72; P&lt;.001). These findings support preliminary convergent correspondence between corresponding behavioral indicators, but they do not establish interchangeability, discriminative validity, diagnostic use, or superior engagement or acceptability.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Attention Robots provides preliminary evidence of convergent validity with the D2-R for behavioral attention indicators in children and adolescents. The innovative aspect of this study is the translation of D2-R-based attentional demands into a child-oriented serious game environment with robot-based stimuli, dynamic audiovisual guidance, and structured behavioral data capture. Unlike previous digital or serious game approaches, this study","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e80441"},"PeriodicalIF":4.7,"publicationDate":"2026-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148850796","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Executive Dysfunction-A Serious Game for Assessment in Real-Life Contexts: Development and Cross-Sectional Usability Study. 执行功能障碍-一个在现实生活中评估的严肃游戏:开发和横断面可用性研究。
IF 4.7 2区 医学
JMIR Serious Games Pub Date : 2026-08-27 DOI: 10.2196/94860
Daniela Olivares, David Martínez-Pernía, Loreto Olavarría, Mauricio Cerda, Diego Montenegro, Cristian Ramírez, Rodrigo Nieto, Gonzalo Farías, Andrea Slachevsky
{"title":"Executive Dysfunction-A Serious Game for Assessment in Real-Life Contexts: Development and Cross-Sectional Usability Study.","authors":"Daniela Olivares, David Martínez-Pernía, Loreto Olavarría, Mauricio Cerda, Diego Montenegro, Cristian Ramírez, Rodrigo Nieto, Gonzalo Farías, Andrea Slachevsky","doi":"10.2196/94860","DOIUrl":"10.2196/94860","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Traditional neuropsychological assessments often lack ecological validity and have limited sensitivity for detecting executive dysfunction (ED) in daily life. Although grounded in standardized tasks, they do not represent the complexity of real-world contexts. Serious games (SGs) have emerged as a promising approach by simulating ecologically valid environments involving dynamic, emotional, and socially embedded interactions.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to (1) describe the development of a clinically oriented SG for assessing executive functioning in ecologically valid scenarios, and (2) evaluate its usability in clinical and healthy populations.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;We conducted a cross-sectional usability study using a theory-driven SG set in a restaurant environment, developed through an iterative process based on neuropsychological theory and expert input. Participants assumed the role of a waiter and completed tasks targeting multiple executive domains (eg, planning, working memory, decision-making, contextual control, social cognition, prospective memory, and multitasking), with embedded emotional and social cues. A total of 181 participants (43 with traumatic brain injury [TBI], 49 post-COVID-19, and 89 healthy controls), aged 21 to 66 years, were recruited through convenience sampling from clinical and community settings. ED was classified based on standardized neuropsychological assessment and clinical consensus involving neurologists and neuropsychologists. Usability and perceived difficulty were assessed using the System Usability Scale and Perceived Difficulty Scale. Group differences were analyzed using Kruskal-Wallis tests with post hoc comparisons, and generalized linear and ordinal logistic regression models adjusted for age, sex, and education (α=.05).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;A novel SG designed to support the assessment of executive functioning provides a more ecologically valid context than traditional neuropsychological tests. Usability was rated as good across groups, with mean System Usability Scale scores of 73.9 (SD 17.6) in TBI, 76.5 (SD 14.5) in post-COVID-19, and 81.7 (SD 13.5) in controls. Significant differences were observed across groups (&lt;i&gt;χ&lt;/i&gt;²&lt;sub&gt;2&lt;/sub&gt;=9.18, &lt;i&gt;P&lt;/i&gt;=.01), with lower usability in TBI compared to controls. Participants with ED (n=59) showed lower usability (mean difference -8.6, 95% CI -13.2 to -4.0; &lt;i&gt;P&lt;/i&gt;&lt;.001) and higher perceived difficulty (mean difference 1.3, 95% CI 0.5-2.1; &lt;i&gt;P&lt;/i&gt;&lt;.001), though these differences were no longer significant after adjusting for age and education. Age was associated with lower usability (β=-.27, 95% CI -0.45 to -0.09; &lt;i&gt;P&lt;/i&gt;=.003) and higher difficulty (odds ratio 1.04, 95% CI 1.02-1.07; &lt;i&gt;P&lt;/i&gt;&lt;.001), while higher education was associated with better usability (β=.79, 95% CI 0.04-1.54; &lt;i&gt;P&lt;/i&gt;=.04).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This study presents a novel SG integrat","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e94860"},"PeriodicalIF":4.7,"publicationDate":"2026-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13520764/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148880446","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Immersive Virtual Reality for Patient Education in Orthodontics: Cross-Sectional Feasibility and Acceptability Study. 沉浸式虚拟现实在正畸患者教育中的应用:横断面可行性和可接受性研究。
IF 4.7 2区 医学
JMIR Serious Games Pub Date : 2026-08-27 DOI: 10.2196/102686
Yoo Jin Kim, Glenn Jou, Hyun Cho, Mathias Stephen Fallis, Glenn Sameshima
{"title":"Immersive Virtual Reality for Patient Education in Orthodontics: Cross-Sectional Feasibility and Acceptability Study.","authors":"Yoo Jin Kim, Glenn Jou, Hyun Cho, Mathias Stephen Fallis, Glenn Sameshima","doi":"10.2196/102686","DOIUrl":"10.2196/102686","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Patient education is central to orthodontic care; however, most patients still learn about their malocclusion from conventional records, such as 2D image records. Immersive virtual reality (VR) allows patients to view and manipulate 3D dental models in a head-tracked environment, as part of the serious-games and extended reality family for health education. Evidence on patient-facing immersive VR in orthodontics remains limited, as most dental VR work has addressed student training rather than patient education.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This feasibility study aimed to evaluate acceptance, perceived educational value, self-rated experience, ease of use, and self-reported preference regarding an immersive VR consultation room among patients undergoing orthodontic treatment.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;This cross-sectional, single-arm feasibility and acceptability study was conducted in a university orthodontic clinic between August and September 2024. Patients undergoing active orthodontic treatment completed a single, approximately 15-minute immersive VR educational experience using a Meta Quest 3 headset and a Unity3D-developed consultation room presenting a 3D rendering of each participant's own intraoral scan, followed by an investigator-developed postexperience questionnaire. The questionnaire combined a Likert scale and two 10-point numeric items with open-ended prompts. Closed-ended responses were summarized as counts, percentages, and 95% CIs, and numeric items were summarized as means with 95% CIs; open-ended comments were grouped into themes. No inferential testing was performed.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Twenty-eight patients completed the study (mean age 21.6, SD 4.3, range 13-33 y; 18 males, 10 females; 5 minors). Sixteen (57%) patients had no prior VR experience, 22 (79%) were interested in using VR to learn about their teeth, and 24 (86%) agreed that VR could help patients understand their teeth and braces. The mean overall experience rating was 7.9 (SD 1.6; 95% CI 7.3-8.5) on a 10-point scale, and the mean ease-of-use rating was 6.6 (SD 2.6; 95% CI 5.7-7.6). Twenty (71%; 95% Wilson score CI 53-85) patients felt VR was a better learning modality than conventional 2D images; 19 (68%; 95% Wilson score CI 49-82) preferred VR with the current setup, and 25 (89%; 95% Wilson score CI 73-96) preferred VR under a hypothetically improved technology scenario. Positive comments emphasized interactivity, 3D visualization, and engagement; negative comments centered on controller difficulty, latency, and motion discomfort. Two (7%) patients reported mild, transient, motion-related discomfort; none discontinued.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Patients were generally receptive to an immersive VR consultation room. This work is novel in evaluating patient-facing immersive VR using each patient's own intraoral scan and in identifying actionable usability and motion-comfort barriers. Because the d","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e102686"},"PeriodicalIF":4.7,"publicationDate":"2026-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13521208/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148880412","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Effects of Virtual Reality-Based Intervention Combined With Conventional Therapy on Upper-Limb Function in Children With Hemiplegic Cerebral Palsy: Systematic Review and Meta-Analysis of Randomized Controlled Trials. 基于虚拟现实的干预联合常规治疗对偏瘫性脑瘫儿童上肢功能的影响:随机对照试验的系统评价和meta分析。
IF 4.7 2区 医学
JMIR Serious Games Pub Date : 2026-08-26 DOI: 10.2196/98694
Chengqian Feng, Yang Li, Letian Cheng, Baizhen Xiong, Zhicheng Lin, Caihua Huang
{"title":"Effects of Virtual Reality-Based Intervention Combined With Conventional Therapy on Upper-Limb Function in Children With Hemiplegic Cerebral Palsy: Systematic Review and Meta-Analysis of Randomized Controlled Trials.","authors":"Chengqian Feng, Yang Li, Letian Cheng, Baizhen Xiong, Zhicheng Lin, Caihua Huang","doi":"10.2196/98694","DOIUrl":"https://doi.org/10.2196/98694","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Hemiplegic cerebral palsy (CP) commonly affects upper-limb function in children and may limit functional use of the affected arm and hand. Virtual reality (VR)-based rehabilitation can provide interactive, feedback-based, and task-oriented practice, but whether adding VR-based intervention to conventional therapy provides additional benefits remains uncertain. Previous reviews have often included broader CP populations, mixed comparators, or broad upper-limb outcome labels, limiting domain-specific interpretation.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This systematic review and meta-analysis evaluated VR-based intervention combined with conventional therapy versus conventional therapy alone for upper-limb-related outcomes in children with hemiplegic CP.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;This review was prospectively registered with PROSPERO (CRD420261486172). PubMed, Embase, Web of Science, and the Cochrane Central Register of Controlled Trials were searched from inception to April 15, 2026. Eligible randomized controlled trials included children aged ≤12 years with hemiplegic CP and compared VR-based or interactive game-based intervention plus conventional therapy with conventional therapy alone. Outcomes were grouped into upper-limb activity, dexterity, motor control and movement quality, activities of daily living (ADLs), and grip strength. Risk of bias was assessed using the revised Cochrane risk-of-bias 2 tool. Random-effects meta-analyses with Hartung-Knapp-Sidik-Jonkman adjustment were performed; Nagashima-corrected prediction intervals (PIs) were calculated where applicable; and certainty of evidence was assessed using Grading of Recommendations Assessment, Development, and Evaluation (GRADE).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Thirteen randomized controlled trials involving 458 children were included. Pooled estimates generally favored VR combined with conventional therapy, but no outcome reached statistical significance; effect estimates were as follows: upper-limb activity (standardized mean difference [SMD] 0.28, 95% CI -0.07 to 0.64), dexterity (SMD 0.26, 95% CI -0.34 to 0.86), motor control and movement quality (SMD 0.29, 95% CI -0.22 to 0.80), ADLs (SMD 0.17, 95% CI -0.22 to 0.55), and grip strength (mean difference 0.89, 95% CI -1.93 to 3.72). PIs also crossed the null value for all outcomes, ranging from -0.51 to 1.04 for upper-limb activity and from -4.89 to 6.45 for grip strength, suggesting variable effects across settings. Heterogeneity was low to moderate for most outcomes but substantial for grip strength. Most trials had some risk-of-bias concerns. Certainty of evidence was low for all outcomes except grip strength, which was very low.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;VR-based intervention combined with conventional therapy did not provide clear evidence of additional benefits over conventional therapy alone. Although effects generally favored the combined intervention, CIs, PIs, risk-of-bias conc","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e98694"},"PeriodicalIF":4.7,"publicationDate":"2026-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148828856","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Active Video Gaming Intervention in Adults With Mobility Impairments: Concurrent Mixed Methods Single-Arm Pilot Study. 成人行动障碍的积极电子游戏干预:并发混合方法单臂先导研究。
IF 4.7 2区 医学
JMIR Serious Games Pub Date : 2026-08-26 DOI: 10.2196/73764
Laurie A Malone, Christen J Mendonca, Sangeetha Mohanraj, Mohanraj Thirumalai
{"title":"Active Video Gaming Intervention in Adults With Mobility Impairments: Concurrent Mixed Methods Single-Arm Pilot Study.","authors":"Laurie A Malone, Christen J Mendonca, Sangeetha Mohanraj, Mohanraj Thirumalai","doi":"10.2196/73764","DOIUrl":"https://doi.org/10.2196/73764","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Adults with mobility impairments have limited opportunities for physical activity due to environmental barriers and lack of accessible exercise options. Active video games (AVGs) have shown promise for increasing physical activity by integrating movement into engaging gameplay. However, most commercial AVG controllers are not usable by those with severe mobility limitations. The GAIMplank is a novel adaptive game controller that translates trunk movements into gameplay, addressing this accessibility gap and enabling seated participation for individuals with limited lower-extremity function.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to assess feasibility and acceptability of a 6-week GAIMplank-based intervention in adults with mobility impairments and to evaluate participants' perceived exertion, enjoyment, and engagement during gameplay. In addition, qualitative feedback was used to characterize participants' experiences with the intervention and to provide insight into implementation considerations for adapted exergaming in this population.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;In total, 6 adults (2 female; mean age 65.2, SD 12.4 years) with mobility impairments due to stroke or Parkinson participated in a concurrent mixed methods single-arm pilot study. The intervention consisted of twice-weekly AVG sessions over 6 weeks using the GAIMplank controller to play video games. Self-report baseline measures included physical function, exercise expectations, and level of physical activity. During gameplay sessions, ratings of perceived exertion (RPEs), engagement, and enjoyment (0-10 rating scale) were collected. Additionally, physical activity and exergame enjoyment surveys were completed after sessions 1, 5, and 12. After the intervention, acceptability, appropriateness, and feasibility of the intervention (0-5 rating scale) were assessed. Qualitative data were collected through session comments and postintervention semistructured interviews. Descriptive statistics were used to summarize quantitative data, thematic analysis for qualitative data, and integration to examine convergence.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Participants reported moderate RPEs during gameplay (median RPE 5, IQR 3-6) and high levels of enjoyment and engagement (median scores of 9, IQR 6-10 and median 10, IQR 8-10, respectively). The intervention was well-received, with high scores on the acceptability, appropriateness, and feasibility measures. Qualitative findings highlighted engagement and enjoyment of the games, as well as participants' perceptions of mental stimulation, sustained attention, and positive emotional experiences during gameplay. Several participants also described a \"masking effect,\" in which physical effort was not perceived as traditional exercise due to immersion in gameplay. Technical challenges related to controller responsiveness were reported, but they did not appear to substantially reduce overall engagement.&lt;/p&gt;&lt;p&gt;&lt;","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e73764"},"PeriodicalIF":4.7,"publicationDate":"2026-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148828912","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Serious Game for Soft Skills Assessment in Human Resources: Cross-Sectional Within-Participant Convergent Validity Study. 人力资源软技能评估的严肃博弈:横断面参与者内收敛效度研究。
IF 4.7 2区 医学
JMIR Serious Games Pub Date : 2026-08-19 DOI: 10.2196/86054
Maxime Boutrouille, Léo Fichet, Jérôme Dinet
{"title":"A Serious Game for Soft Skills Assessment in Human Resources: Cross-Sectional Within-Participant Convergent Validity Study.","authors":"Maxime Boutrouille, Léo Fichet, Jérôme Dinet","doi":"10.2196/86054","DOIUrl":"https://doi.org/10.2196/86054","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Soft skills are increasingly assessed in human resources, but commonly used methods (eg, interviews and self-report questionnaires) have well-known limitations. Serious games have been proposed as a complementary assessment format because they can standardize administration, embed assessment in interactive scenarios, and capture behavioral traces. However, evidence for their psychometric validity remains limited and heterogeneous. Establishing convergent validity against well-established reference instruments is a key step in supporting their use as assessment tools.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to evaluate the convergent validity of Yuzu, a serious game that assesses (1) active listening via a gamified questionnaire inspired by the Active-Empathic Listening Scale (AELS), (2) decision-making under uncertainty via a gamified adaptation of the Iowa Gambling Task (IGT), and (3) teamwork style via dialogue choices inspired by the SYMLOG (System for the Multiple Level Observation of Groups) model.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;We conducted a cross-sectional, within-participant convergent validity study in France with 39 adults (n=23 women; mean age 27.79, SD 7.96 y). Participants completed a single laboratory session on a desktop PC with headphones (Yuzu build v2, developed by Yuzu). Participants completed the 3 Yuzu modules and the corresponding reference instruments, administered separately (the AELS, an online IGT via PsyToolkit, and a simplified SYMLOG questionnaire). Primary outcomes were the associations between Yuzu and reference scores for each construct (active listening total score, IGT exploitation-phase net score, and SYMLOG dimension scores). Convergent validity was examined using Spearman correlations (2-sided α=.05). Agreement was additionally examined using Bland-Altman analyses for active listening and equivalence testing using two one-sided tests (TOST) for IGT net scores.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;At α=.05, active listening showed strong convergence between Yuzu and the AELS total score (Spearman ρ=0.890, 95% CI 0.804-0.948; &lt;i&gt;P&lt;/i&gt;&lt;.001), with minimal systematic bias (mean difference of 0.024, 95% CI -0.031 to 0.078). Decision-making scores were statistically equivalent across modalities based on TOST. The mean net score difference was 1.35 (90% CI -1.22 to 3.93), within the equivalence bounds [-5,+5] (TOST lower: &lt;i&gt;P&lt;/i&gt;=.001; TOST upper: &lt;i&gt;P&lt;/i&gt;=.01). Teamwork dialogue scores did not converge with the SYMLOG dimensions (dominance: ρ=-0.070, 95% CI -0.420 to 0.280; &lt;i&gt;P&lt;/i&gt;=.69; positivity: ρ=0.082, 95% CI -0.266 to 0.418; &lt;i&gt;P&lt;/i&gt;=.64; task orientation: ρ=0.134, 95% CI -0.260 to 0.494; &lt;i&gt;P&lt;/i&gt;=.44), consistent with a ceiling effect toward cooperative choices.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This study provides convergent validity evidence for 2 complementary assessment modalities embedded in a single serious game, showing that a gamified AELS-inspired module an","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e86054"},"PeriodicalIF":4.7,"publicationDate":"2026-08-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13488917/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148793375","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Coloring-Based Serious Game in Chinese College Students With Alexithymia: Prospective Longitudinal Exploratory Mixed Methods Study. 中国大学生述情障碍中基于颜色的严肃游戏:前瞻性纵向探索性混合方法研究。
IF 4.7 2区 医学
JMIR Serious Games Pub Date : 2026-08-19 DOI: 10.2196/83540
Shuzhan Liu, Haoyong Deng, Jing Chen, Qi Wang
{"title":"Coloring-Based Serious Game in Chinese College Students With Alexithymia: Prospective Longitudinal Exploratory Mixed Methods Study.","authors":"Shuzhan Liu, Haoyong Deng, Jing Chen, Qi Wang","doi":"10.2196/83540","DOIUrl":"https://doi.org/10.2196/83540","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Alexithymia, characterized by difficulty identifying, describing, and expressing emotions, is prevalent among Chinese college students. Traditional art therapies face barriers, such as high psychological thresholds and limited accessibility. Accessible, low-threshold digital tools are needed to help address this challenge. Coloring the Emoji, a coloring-based serious game designed as a digital art therapy, offers a low-threshold tool to support emotion regulation for this population.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to evaluate the effectiveness of Coloring the Emoji as a digital art therapy in improving alexithymia symptoms and examine the user experience of the game, thereby providing empirical support for the application of coloring-based digital art therapy in alexithymia intervention.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;A prospective, exploratory convergent parallel mixed methods longitudinal design was used, involving a 15-day daily game intervention with Chinese college students exhibiting alexithymic tendencies. Participants were purposively sampled from 332 prescreened students. Eligibility criteria included age 18-30 years, basic smartphone operation, and no ongoing psychotherapy or psychiatric medication. In total, 20 participants completed the intervention. Quantitative assessments used the 20-item Toronto Alexithymia Scale to measure alexithymia and the Game Experience Questionnaire to assess user experience. Statistical analyses comprised Wilcoxon signed-rank tests for pre-post comparisons, Mann-Whitney &lt;i&gt;U&lt;/i&gt; tests for sex, education, and major comparisons, and Kruskal-Wallis H tests for 20-item Toronto Alexithymia Scale pretest severity comparisons. The qualitative component consisted of 3 longitudinal semistructured interviews conducted across the intervention period (days 1, 8, and 15), analyzed using Colaizzi's phenomenological method and thematic analysis to explore emotion regulation dynamics, user experience, and in-depth mechanisms underlying intervention changes.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Total TAS-20 scores decreased significantly post intervention (&lt;i&gt;Z&lt;/i&gt;=2.425; &lt;i&gt;P&lt;/i&gt;=.02), with a median reduction of 3.00 points (95% CI 1.00-4.50, 5000 bootstrap replications). The Difficulty Identifying Feelings subscale showed a marginal improvement (&lt;i&gt;Z&lt;/i&gt;=1.826; &lt;i&gt;P&lt;/i&gt;=.07). Males exhibited significantly greater Difficulty Identifying Feelings reduction (&lt;i&gt;Z&lt;/i&gt;=-2.137; &lt;i&gt;P&lt;/i&gt;=.03), and participants with severe baseline alexithymia showed greater improvement in Externally Oriented Thinking (H=8.233; &lt;i&gt;P&lt;/i&gt;=.02). Game Experience Questionnaire scores indicated high competence and sensory and imaginative immersion. Qualitative results confirmed 2 major themes and 10 subthemes; visual coloring practice helped participants externalize vague emotions, differentiated engagement habits explained subgroup discrepancies, and low-pressure interaction supported sustainable emotio","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e83540"},"PeriodicalIF":4.7,"publicationDate":"2026-08-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13488921/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148793396","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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