JMIR Serious Games最新文献

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Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study. 翻译和测试促进幼儿蔬菜消费的数字游戏:可用性研究。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-10-03 DOI: 10.2196/43843
Sophie Bucher Della Torre, Marlene Lages, Sara S Dias, Maria P Guarino, Cátia Braga-Pontes
{"title":"Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study.","authors":"Sophie Bucher Della Torre,&nbsp;Marlene Lages,&nbsp;Sara S Dias,&nbsp;Maria P Guarino,&nbsp;Cátia Braga-Pontes","doi":"10.2196/43843","DOIUrl":"10.2196/43843","url":null,"abstract":"<p><strong>Background: </strong>Promoting healthy eating in children is key to preventing chronic diseases, and vegetable consumption is notably lower than recommended in this population. Among the interventions tested, gamification has shown promise in promoting familiarization, increasing knowledge, and potentially increasing vegetable intake.</p><p><strong>Objective: </strong>This pilot study aimed first to translate the digital game \"Veggies4myHeart\" into French and to assess its influence on young children's preferences and willingness to taste vegetables when combined with repeated tasting and education. We also aimed to investigate the acceptability and applicability of the game in 2 classrooms.</p><p><strong>Methods: </strong>During 5 consecutive weekly sessions, children from 2 elementary classes played the digital game consisting of 5 mini games on different vegetables (lettuce, carrot, red cabbage, cucumber, and tomato) in pairs for 10-15 minutes. In addition, they discussed one of the vegetables and tasted the 5 vegetables in each session. Pretest and posttest food preferences and willingness to taste the vegetables were compared. Teachers participated in a semistructured interview.</p><p><strong>Results: </strong>A total of 45 children aged 5 to 6 years tested the French version of the digital game. The children's declared food preferences were already high for carrot, cucumber, and tomato, with scores higher than 4 out of a maximum of 5. The scores did not change significantly after the intervention, except for red cabbage (pretest: mean 2.52, SD 1.49; posttest: mean 3.29, SD 1.67; P=.006) and a composite score (pretest: mean 3.76, SD 1.06; posttest: mean 4.05, SD 1.03; P=.001). Before the intervention, 18 (44%), 30 (73%), 16 (39%), 29 (71%), and 26 (63%) children out of 41 were willing to taste lettuce, carrot, red cabbage, cucumber, and tomato, respectively. After the intervention, no significant statistical differences were observed, with 23 (51%), 36 (80%), 24 (53%), 33 (73%), and 29 (64%) children out of 45 willing to taste lettuce, carrot, red cabbage, cucumber, and tomato, respectively. Teachers supported this tool combined with repeated tasting and education and highlighted facilitators and barriers that should be anticipated to improve implementation in schools.</p><p><strong>Conclusions: </strong>In this study, we translated an existing digital game applicable and acceptable to both children and teachers. A larger study is warranted to confirm the effectiveness of interventions using the digital game to promote vegetable preference, willingness to taste, and intake.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"11 ","pages":"e43843"},"PeriodicalIF":4.0,"publicationDate":"2023-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10582818/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41114958","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
Effectiveness of a 5 weeks telerehabilitation programme with virtual reality glasses in boys with Duchenne and Becker during the COVID-19: A clinical trial. 新冠肺炎期间,戴虚拟现实眼镜的男孩与Duchenne和Becker进行为期5周的远程康复计划的有效性:一项临床试验。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-09-30 DOI: 10.2196/48022
Rosa Baeza Barragan, Maria Teresa Labajos Manzanares, Mercedes Cristina Amaya Álvarez, Fabian Morales Vega, Judith Rodriguez Ruiz, Rocío Martín Valero
{"title":"Effectiveness of a 5 weeks telerehabilitation programme with virtual reality glasses in boys with Duchenne and Becker during the COVID-19: A clinical trial.","authors":"Rosa Baeza Barragan, Maria Teresa Labajos Manzanares, Mercedes Cristina Amaya Álvarez, Fabian Morales Vega, Judith Rodriguez Ruiz, Rocío Martín Valero","doi":"10.2196/48022","DOIUrl":"10.2196/48022","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Duchenne and Becker muscular dystrophy (from now \"DMD\" and \"BMD\" respectively) are the neuromuscular diseases with the most significant involvement in children. It affects dystrophin production, reducing the patient's mobility and quality of life. New technologies have become part of physical therapy in DMD and BMD. During the COVID-19 pandemic, telerehabilitation through virtual reality-based games could help these children to keep their abilities.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;The purpose of this study is to know if the use of the virtual platform in a multimodal intervention program achieves changes in the results obtained in the six-minute walk test in children affected by DMD and BMD. To estimate the difference in mobility in patients with DMD and BMD, as measured with the six-minute walking test (6MWT), between 10 conventional and telerehabilitation treatment sessions. As secondary objectives, measuring other specific motor scales was proposed to see whether these had changed after receiving the 10 defined sessions.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;Descriptive, open, quasi-experimental study with prospective A-B (control-intervention) design. Sample size of twelve participants who fulfilled the control criteria followed the program for five weeks, up to 10 telerehabilitation sessions. During the sessions, the participants used virtual reality glasses to train for the treatment goals. All sessions were in person, and participants were assessed before and after the intervention. Analysis was performed using R (R Core Team (2022) according to the different functional assessments performed for each test.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;The participants showed a 19.55 m increase in the 6MWT scale. The motor function was also kept stable according to other scales used to assess it. North Start result were kept stable in both treatments (P value = .199). Furthermore, Time up and go test was shorter in 0.1 seconds in telerehabilitation time and Motor Function Measure in all of the 3 dimensions shown no significant differences with a P value = .084. Finally, Infant effort (EPInfant) shown that during the training the fatigue increased in the middle and decreased by the end but the perception throughout the sessions, was lower even though the exercise intensity increased.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;There is no difference between a conventional and telerehabilitation treatment, so the telerehabilitation tool could be used without harming this type of children, facilitating their access to therapies and stimulating learning to maintain their functional capacity. Telerehabilitation may helpful maintain motor function in children with DMD and BMD. The learning effect helped to reduce the feeling of fatigue in children during the program.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Clinicaltrial: &lt;/strong&gt;This trial has the approval of the Andalucía Ethics Committee with PEIBA code 0107-N-20. The results of the research will be disseminated ","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":" ","pages":""},"PeriodicalIF":4.0,"publicationDate":"2023-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41121163","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
Exploring the use of a learn-based exergame to enhance physical literacy, soft skills, and academic learnings in school-age children: a pilot study. (Preprint) 探索使用基于学习的外部游戏来提高学龄儿童的体育素养、软技能和学术学习能力:一项试点研究。(预印本)
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-09-29 DOI: 10.2196/53072
Aurélie Goncalves, Florence Lespiau, Gaëtan Briet, Eugénie Vaillant-Coindard, Angèle Palermo, Elsa Decobert, Nathan Allegret-Bourdon, E. Charbonnier
{"title":"Exploring the use of a learn-based exergame to enhance physical literacy, soft skills, and academic learnings in school-age children: a pilot study. (Preprint)","authors":"Aurélie Goncalves, Florence Lespiau, Gaëtan Briet, Eugénie Vaillant-Coindard, Angèle Palermo, Elsa Decobert, Nathan Allegret-Bourdon, E. Charbonnier","doi":"10.2196/53072","DOIUrl":"https://doi.org/10.2196/53072","url":null,"abstract":"","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"7 1","pages":""},"PeriodicalIF":4.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139334549","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
Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial. 比较基于虚拟现实的严肃游戏和基于讲座的高级生命支持训练的结果:随机对照试验。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-09-28 DOI: 10.2196/46964
Mehmet Emin Aksoy, Arun Ekin Özkan, Dilek Kitapcioglu, Tuba Usseli
{"title":"Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial.","authors":"Mehmet Emin Aksoy,&nbsp;Arun Ekin Özkan,&nbsp;Dilek Kitapcioglu,&nbsp;Tuba Usseli","doi":"10.2196/46964","DOIUrl":"10.2196/46964","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Simulation-based Advanced Cardiac Life Support (ACLS) or Advanced Life Support (ALS) training for health care professionals is important worldwide for saving lives. Virtual reality (VR)-based serious gaming can be an alternative modality to be used as a part of simulation-based ALS training.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;The aim of this study is to investigate whether a VR-based ALS serious game module can replace classroom-based ALS lectures, the latter being part of existing conventional ALS training protocols in addition to skills training.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;Participants were students from Acibadem Mehmet Ali Aydinlar University's Vocational School for Anesthesiology (N=29) randomly divided into 2 groups with 15 (conventional training group) and 14 (VR-based training group) participants each. Participants in the conventional training group had to complete the pretest consisting of multiple-choice questions at the beginning of the study. Afterward, they took part in an interactive classroom-based ALS lecture. The next step involved skills training with task trainers to teach them compression skills. Following this, the conventional training group was divided into Code Blue teams, each consisting of 5 participants for the simulation session. Two independent instructors evaluated video recordings in terms of technical and nontechnical skills. The score acquired from the manikin-based simulation session was considered the main performance indicator in this study to measure the learning outcome. A similar workflow was used for the VR-based training group, but this group was trained with the VR-based ALS serious game module instead of the theoretical lecture. The final stage of the study involved completing the posttest consisting of multiple-choice questions. A preference survey was conducted among the study participants. Mann-Whitney U and Wilcoxon signed-rank tests were used to analyze the 2 groups' performances in this study.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;The improvement in posttest results compared with pretest results was significant in the conventional training group (P=.002). Hands-on technical scores of the conventional training group were higher than those of the VR-based training group during manikin-based simulation, but total scores, including those for technical and crisis resource management skills, acquired from the manikin-based simulation session did not reveal any significant difference between the 2 groups. The results of the VR preference survey revealed that the majority of the participants prefer VR-based serious game-based training instead of classroom lectures.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Although hands-on technical scores of the conventional training group during the manikin-based simulation session were higher than those of the VR-based training group, both groups' total performance scores, including those for technical and crisis resource management skills, did n","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"11 ","pages":"e46964"},"PeriodicalIF":4.0,"publicationDate":"2023-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10570891/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41159995","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 Serious Games for Patients With Chronic Obstructive Pulmonary Disease: Systematic Literature Review. 严重游戏对慢性阻塞性肺病患者的影响:系统文献综述。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-09-25 DOI: 10.2196/46358
Houqiang Huang, Min Huang, Qi Chen, Mark Hayter, Roger Watson
{"title":"Effects of Serious Games for Patients With Chronic Obstructive Pulmonary Disease: Systematic Literature Review.","authors":"Houqiang Huang,&nbsp;Min Huang,&nbsp;Qi Chen,&nbsp;Mark Hayter,&nbsp;Roger Watson","doi":"10.2196/46358","DOIUrl":"10.2196/46358","url":null,"abstract":"<p><strong>Background: </strong>The use of serious games for rehabilitation has been an emerging intervention in health care fields, referred to as an entertaining and positive activity. Although related studies have been conducted on patients with chronic obstructive pulmonary disease (COPD), a more comprehensive study that summarizes and evaluates its effects in this area is needed.</p><p><strong>Objective: </strong>This review aimed to systematically evaluate the effects of serious games in promoting rehabilitation and related outcome measures of serious game-based engagement in patients with COPD.</p><p><strong>Methods: </strong>This review adhered to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement. Searches were performed in the following databases: PubMed, Scopus, Embase (via Ovid), CINAHL, Science Direct, and China Biology Medicine disc. Only quantitative studies were included in this review, and the methodological quality and bias of the included studies were evaluated using related tools. Several outcomes, including clinical outcomes and serious game-based engagement outcomes, were ultimately collected in this review. The results were summarized and evaluated using descriptive methods due to significant heterogeneity.</p><p><strong>Results: </strong>In total, 11 studies were included. Serious games played a potentially positive effect on pulmonary function and exercise capacity. However, no consistent findings were reported on dyspnea and psychological status. Additionally, serious game engagement showed favorable findings on adherence, enjoyment, and acceptability. Furthermore, no serious adverse effects were identified in all included studies.</p><p><strong>Conclusions: </strong>This review preliminarily indicated the potential benefits of serious games in promoting rehabilitation for patients with COPD, despite the limited quality of the included studies. More studies with high methodological quality are needed to further explore the effects of serious games in this field.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"11 ","pages":"e46358"},"PeriodicalIF":4.0,"publicationDate":"2023-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10562969/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41130603","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
The effects of serious game on cardiopulmonary resuscitation training and education:Systematic Review With Meta-Analysis of Randomized Controlled Trials (Preprint) 严肃游戏对心肺复苏培训和教育的影响:随机对照试验的系统回顾与元分析(预印本)
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-09-24 DOI: 10.2196/52990
Pengfei Cheng, Yangxi Huang, Pengyu Yang, Haizhen Wang, Baichao Xu, Chaoran Qu, Hua Zhang
{"title":"The effects of serious game on cardiopulmonary resuscitation training and education:Systematic Review With Meta-Analysis of Randomized Controlled Trials (Preprint)","authors":"Pengfei Cheng, Yangxi Huang, Pengyu Yang, Haizhen Wang, Baichao Xu, Chaoran Qu, Hua Zhang","doi":"10.2196/52990","DOIUrl":"https://doi.org/10.2196/52990","url":null,"abstract":"","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"52 1","pages":""},"PeriodicalIF":4.0,"publicationDate":"2023-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139336765","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
Using Augmented Reality Toward Improving Social Skills: Scoping Review. 使用增强现实来提高社交技能:范围界定综述。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-09-20 DOI: 10.2196/42117
Gloria Mittmann, Vanessa Zehetner, Stefanie Hoehl, Beate Schrank, Adam Barnard, Kate Woodcock
{"title":"Using Augmented Reality Toward Improving Social Skills: Scoping Review.","authors":"Gloria Mittmann,&nbsp;Vanessa Zehetner,&nbsp;Stefanie Hoehl,&nbsp;Beate Schrank,&nbsp;Adam Barnard,&nbsp;Kate Woodcock","doi":"10.2196/42117","DOIUrl":"https://doi.org/10.2196/42117","url":null,"abstract":"<p><strong>Background: </strong>Augmented reality (AR) has emerged as a promising technology in educational settings owing to its engaging nature. However, apart from applications aimed at the autism spectrum disorder population, the potential of AR in social-emotional learning has received less attention.</p><p><strong>Objective: </strong>This scoping review aims to map the range of AR applications that improve social skills and map the characteristics of such applications.</p><p><strong>Methods: </strong>In total, 2 independent researchers screened 2748 records derived from 3 databases in December 2021-PubMed, IEEE Xplore, and ACM Guide to Computing Literature. In addition, the reference lists of all the included records and existing reviews were screened. Records that had developed a prototype with the main outcome of improving social skills were included in the scoping review. Included records were narratively described for their content regarding AR and social skills, their target populations, and their outcomes. Evaluation studies were assessed for methodological quality.</p><p><strong>Results: </strong>A total of 17 records met the inclusion criteria for this study. Overall, 10 records describe applications for children with autism, primarily teaching about reading emotions in facial expressions; 7 records describe applications for a general population, targeting both children and adults, with a diverse range of outcome goals. The methodological quality of evaluation studies was found to be weak.</p><p><strong>Conclusions: </strong>Most applications are designed to be used alone, although AR is well suited to facilitating real-world interactions during a digital experience, including interactions with other people. Therefore, future AR applications could endorse social skills in a general population in more complex group settings.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"11 ","pages":"e42117"},"PeriodicalIF":4.0,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10551788/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41112036","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: 2
Parents' Perceptions of a Serious Game for Educating Families on Prescription Opioid Safety: Qualitative Pilot Study of MedSMARxT: Adventures in PharmaCity. 父母对处方阿片类药物安全教育家庭的严肃游戏的看法:MedSMARxT的定性试点研究:制药城的冒险。
IF 3.8 2区 医学
JMIR Serious Games Pub Date : 2023-09-12 DOI: 10.2196/49382
Olufunmilola Abraham, Grace Ann Nixon, Laura Louise Seitz
{"title":"Parents' Perceptions of a Serious Game for Educating Families on Prescription Opioid Safety: Qualitative Pilot Study of MedSMARxT: Adventures in PharmaCity.","authors":"Olufunmilola Abraham, Grace Ann Nixon, Laura Louise Seitz","doi":"10.2196/49382","DOIUrl":"10.2196/49382","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Opioid misuse is a pervasive, worsening problem that affects the health of people throughout the United States, including adolescents. There are few adolescent-focused interventions designed to educate them about opioid medication safety. The MedSMARxT: Adventures in PharmaCity, is a serious educational video game that teaches parents and their youths about safe opioid practices.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to elucidate parent's perceptions of MedSMARxT: Adventures in PharmaCity and its potential use by parents and their adolescents.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;Parents of adolescents aged 12 to 18 years who live in the United States were recruited from April to October 2021 via Qualtrics research panels, social media, email listserves, and snowball sampling. The study participants played MedSMARxT: Adventures in PharmaCity for 30 minutes and then participated in a 30-minute postgame interview via WebEx (Cisco). Questions were developed and piloted to examine adults' perceptions of the game. Participants were asked three sets of open-ended questions: (1) questions about the game and elements of the game, (2) what they learned from the game, and (3) questions about their experience with games. Audio recordings were transcribed verbatim. Interview transcripts were coded using content and thematic analysis by study team members to identify major themes and subthemes from the data.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Parent participants (N=67) played MedSMARxT: Adventures in PharmaCity and completed a postgame interview. Analysis extrapolated four primary themes from the data: (1) participant gaming experience, (2) perception of game features, (3) educational purpose of the game, and (4) future use of the game. Most participants (n=56, 84%), had at least some experience with video games. More than half of the participants (n=35, 52%) participants, had positive reactions to the game characters and scenes depicted in MedSMARxT: Adventures in PharmaCity and stated they were realistic for adolescents. Most participants (n=39, 58%), would recommend the game to others. Significant difficulties with gameplay navigation were reported by 38 (57%) participants, as well as a slow game pace. All participants were able to accurately identify the overarching goal of the game: opioid or medication safety. The game reinforced existing knowledge for participants, though many (n=15, 22%), reported a new awareness of the need to store opioid medications in a locked area and the availability of medication disposal drop boxes at pharmacies. Participants stated that they would recommend the game for future use by families and youths in various health care and non-health care settings.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;The use of a tailored serious game is a novel, engaging tool to educate adolescents on opioid safety. MedSMARxT: Adventures in PharmaCity can be used as a tool for parents and adolescents to facilitate ","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"11 ","pages":"e49382"},"PeriodicalIF":3.8,"publicationDate":"2023-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10523225/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10277592","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
Short- to Long-Term Effects of Virtual Reality on Motor Skill Learning in Children With Cerebral Palsy: Systematic Review and Meta-Analysis. 虚拟现实对脑瘫儿童运动技能学习的短期和长期影响:系统综述和荟萃分析。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-09-12 DOI: 10.2196/42067
Seyma Kilcioglu, Benoît Schiltz, Rodrigo Araneda, Yannick Bleyenheuft
{"title":"Short- to Long-Term Effects of Virtual Reality on Motor Skill Learning in Children With Cerebral Palsy: Systematic Review and Meta-Analysis.","authors":"Seyma Kilcioglu,&nbsp;Benoît Schiltz,&nbsp;Rodrigo Araneda,&nbsp;Yannick Bleyenheuft","doi":"10.2196/42067","DOIUrl":"10.2196/42067","url":null,"abstract":"<p><strong>Background: </strong>Many studies have started integrating virtual reality (VR) into neurorehabilitation for children with cerebral palsy (CP). The results of the effects of VR on motor skill learning, including the short- to long-term results of relevant studies, must be pooled in a generic framework.</p><p><strong>Objective: </strong>This systematic review and meta-analysis aimed to investigate the short- to long-term effects of therapies including VR on motor skill learning in children with CP.</p><p><strong>Methods: </strong>Two examiners followed the inclusion and exclusion criteria of the \"Participant, Intervention, Control, and Outcome\" framework. Randomized controlled trials (RCTs) and non-RCTs were considered if they compared VR-included interventions with control groups on motor functions and daily life activities in children with CP. PubMed, ScienceDirect, Embase, and IEEE Xplore databases were searched. The modified Downs and Black assessment was used to assess the methodological quality of the included studies. Meta-analyses and subgroup analyses for RCTs were conducted whenever possible.</p><p><strong>Results: </strong>A total of 7 RCTs, 2 non-RCTs, and 258 children with CP were included. The priority focus of 78% (7/9) of the studies was upper limb functions. There was a significant short-term effect of adding VR to conventional therapies on upper limb functions when compared with conventional therapies (P=.04; standardized mean difference [SMD]=0.39, 95% CI 0.01-0.76). The overall medium- to long-term effects showed a trend toward favoring the VR group, although the difference was not statistically significant (P=.06; SMD=0.37, 95% CI -0.02 to 0.77). For balance (P=.06; SMD=1.04, 95% CI -0.04 to 2.12), gross motor functions (P=.30; SMD=2.85, 95% CI -2.57 to 8.28), and daily life activities outcomes (P=.21; SMD=0.29, 95% CI -0.16 to 0.74), the overall effect in the short term also showed a trend toward favoring the VR group, but these results were not statistically significant.</p><p><strong>Conclusions: </strong>VR seems to have additional benefits for motor skill learning in children with CP. Studies with follow-up outcomes of VR training focusing on balance and gross motor functions in patients with CP were quite limited. Future research on balance and gross motor function outcomes should target particularly long-term results of therapies including VR on motor skill learning.</p><p><strong>Trial registration: </strong>PROSPERO International Prospective Register of Systematic Reviews CRD42021227734; https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021227734.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"11 ","pages":"e42067"},"PeriodicalIF":4.0,"publicationDate":"2023-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10523212/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10277590","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
The Success of Serious Games and Gamified Systems in HIV Prevention and Care: Scoping Review. 严肃游戏和游戏化系统在艾滋病预防和护理中的成功:范围界定综述。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-09-05 DOI: 10.2196/39915
Waritsara Jitmun, Patison Palee, Noppon Choosri, Tisinee Surapunt
{"title":"The Success of Serious Games and Gamified Systems in HIV Prevention and Care: Scoping Review.","authors":"Waritsara Jitmun,&nbsp;Patison Palee,&nbsp;Noppon Choosri,&nbsp;Tisinee Surapunt","doi":"10.2196/39915","DOIUrl":"10.2196/39915","url":null,"abstract":"<p><strong>Background: </strong>AIDS, which is caused by HIV, has long been one of the most significant global public health issues. Since the beginning of the HIV epidemic, various types of nonelectronic communication tools have been commonly used in HIV/AIDS prevention and care, but studies that apply the potential of electronic games are still limited.</p><p><strong>Objective: </strong>We aimed to identify, compare, and describe serious games and gamified systems currently used in HIV/AIDS prevention and care that were studied over a specific period of time.</p><p><strong>Methods: </strong>A scoping review was conducted into serious games and gamified systems used in HIV prevention and care in various well-known digital libraries from January 2010 to July 2021.</p><p><strong>Results: </strong>After identifying research papers and completing the article selection process, 49 of the 496 publications met the inclusion criteria and were examined. A total of 32 articles described 22 different serious games, while 17 articles described 13 gamified systems for HIV prevention and care.</p><p><strong>Conclusions: </strong>Most of the studies described in the publications were conducted in the United States, while only a few studies were performed in sub-Saharan African countries, which have the highest global HIV/AIDS infection rates. Regarding the development platform, the vast majority of HIV/AIDS gaming systems were typically deployed on mobile devices. This study demonstrates the effectiveness of using serious games and gamified systems. Both can improve the efficacy of HIV/AIDS prevention strategies, particularly those that encourage behavior change.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"11 ","pages":"e39915"},"PeriodicalIF":4.0,"publicationDate":"2023-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10509732/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10158702","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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