JMIR Serious Games最新文献

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Case-Based Serious Gaming for Complication Management in Colorectal and Pancreatic Surgery: Prospective Observational Study. 结直肠癌和胰腺外科并发症管理中基于病例的严重博弈:前瞻性观察研究。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-11-09 DOI: 10.2196/44708
Sophie-Caroline Schwarzkopf, Marius Distler, Thilo Welsch, Grit Krause-Jüttler, Jürgen Weitz, Fiona R Kolbinger
{"title":"Case-Based Serious Gaming for Complication Management in Colorectal and Pancreatic Surgery: Prospective Observational Study.","authors":"Sophie-Caroline Schwarzkopf, Marius Distler, Thilo Welsch, Grit Krause-Jüttler, Jürgen Weitz, Fiona R Kolbinger","doi":"10.2196/44708","DOIUrl":"10.2196/44708","url":null,"abstract":"<p><strong>Background: </strong>The potential risk and subsequent impact of serious complications after pancreatic and colorectal surgery can be significantly reduced through early recognition, correct assessment, and timely initiation of appropriate therapy. Serious gaming (SG) is an innovative teaching method that combines play with knowledge acquisition, increased concentration, and quick decision-making and could therefore be used for clinically oriented education.</p><p><strong>Objective: </strong>This study aims to develop a case-based SG platform for complication management in pancreatic and colorectal surgery, validate the application by comparing game courses of various professional groups in the health care sector, and test the acceptance of the developed platform in the context of clinical education by measuring levels of usability and applicability within the framework of a validity and usefulness analysis.</p><p><strong>Methods: </strong>In this observational trial, a novel SG for management of postoperative complications was developed and prospectively validated in a cohort of 131 human caregivers with varying experience in abdominal surgery. A total of 6 realistic patient cases were implemented, representing common complications after pancreatic and colorectal surgery. Cases were developed and illustrated using anonymized images, data, and histories of postoperative patients. In the prospective section of this study, following a brief case presentation, participants were asked to triage the virtual patient, make an initial suspected diagnosis, and design a 3-step management plan, throughout which the results of selected diagnostic and therapeutic actions were presented. Participants' proposed case management was compared to ideal case management according to clinical guidelines. Usability, applicability, validity, and acceptance of the application were assessed using the Trier Teaching Evaluation Inventory as part of a noncomparative analysis. In addition, a comparative analysis of conventional teaching and learning formats was carried out.</p><p><strong>Results: </strong>A total of 131 cases were answered. Physicians selected more appropriate therapeutic measures than nonphysicians. In the Trier Teaching Evaluation Inventory, design, structure, relevance, timeliness, and interest promotion were predominantly rated positively. Most participants perceived the application to be superior to conventional lecture-based formats (training courses, lectures, and seminars) in terms of problem-solving skills (102/131, 77.9%), self-reflection (102/131, 77.9%), and usability and applicability (104/131, 79.4%).</p><p><strong>Conclusions: </strong>Case-based SG has educational potential for complication management in surgery and could thereby contribute to improvements in postoperative patient care.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":null,"pages":null},"PeriodicalIF":4.0,"publicationDate":"2023-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10667978/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"71521552","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
An Internet- and Kinect-Based Multiple Sclerosis Fitness Intervention Training With Pilates Exercises: Development and Usability Study. MS-FIT,一个互动的基于运动学的多发性硬化症健身干预训练与普拉提练习:开发和可用性研究。(预印本)
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-11-08 DOI: 10.2196/41371
Andrea Tacchino, Michela Ponzio, Paolo Confalonieri, Letizia Leocani, Matilde Inglese, Diego Centonze, Eleonora Cocco, Paolo Gallo, Damiano Paolicelli, Marco Rovaris, Loredana Sabattini, Gioacchino Tedeschi, Luca Prosperini, Francesco Patti, Placido Bramanti, Elisabetta Pedrazzoli, Mario Alberto Battaglia, Giampaolo Brichetto
{"title":"An Internet- and Kinect-Based Multiple Sclerosis Fitness Intervention Training With Pilates Exercises: Development and Usability Study.","authors":"Andrea Tacchino, Michela Ponzio, Paolo Confalonieri, Letizia Leocani, Matilde Inglese, Diego Centonze, Eleonora Cocco, Paolo Gallo, Damiano Paolicelli, Marco Rovaris, Loredana Sabattini, Gioacchino Tedeschi, Luca Prosperini, Francesco Patti, Placido Bramanti, Elisabetta Pedrazzoli, Mario Alberto Battaglia, Giampaolo Brichetto","doi":"10.2196/41371","DOIUrl":"10.2196/41371","url":null,"abstract":"<p><strong>Background: </strong>Balance impairments are common in people with multiple sclerosis (MS), with reduced ability to maintain position and delayed responses to postural adjustments. Pilates is a popular alternative method for balance training that may reduce the rapid worsening of symptoms and the increased risk of secondary conditions (eg, depression) that are frequently associated with physical inactivity.</p><p><strong>Objective: </strong>In this paper, we aimed to describe the design, development, and usability testing of MS Fitness Intervention Training (MS-FIT), a Kinect-based tool implementing Pilates exercises customized for MS.</p><p><strong>Methods: </strong>MS-FIT has been developed using a user-centered design approach (design, prototype, user feedback, and analysis) to gain the target user's perspective. A team composed of 1 physical therapist, 2 game programmers, and 1 game designer developed the first version of MS-FIT that integrated the knowledge and experience of the team with MS literature findings related to Pilates exercises and balance interventions based on exergames. MS-FIT, developed by using the Unity 3D (Unity Technologies) game engine software with Kinect Sensor V2 for Windows, implements exercises for breathing, posture, and balance. Feedback from an Italian panel of experts in MS rehabilitation (neurologists, physiatrists, physical therapists, 1 statistician, and 1 bioengineer) and people with MS was collected to customize the tool for use in MS. The context of MS-FIT is traveling around the world to visit some of the most important cities to learn the aspects of their culture through pictures and stories. At each stay of the travel, the avatar of a Pilates teacher shows the user the exercises to be performed. Overall, 9 people with MS (n=4, 44% women; mean age 42.89, SD 11.97 years; mean disease duration 10.19, SD 9.18 years; Expanded Disability Status Scale score 3.17, SD 0.75) were involved in 3 outpatient user test sessions of 30 minutes; MS-FIT's usability was assessed through an ad hoc questionnaire (maximum value=5; higher the score, higher the usability) evaluating easiness to use, playability, enjoyment, satisfaction, and acceptance.</p><p><strong>Results: </strong>A user-centered design approach was used to develop an accessible and challenging tool for balance training. All people with MS (9/9, 100%) completed the user test sessions and answered the ad hoc questionnaire. The average score on each item ranged from 3.78 (SD 0.67) to 4.33 (SD 1.00), which indicated a high usability level. The feedback and suggestions provided by 64% (9/14) of people with MS and 36% (5/14) of therapists involved in the user test were implemented to refine the first prototype to release MS-FIT 2.0.</p><p><strong>Conclusions: </strong>The participants reported that MS-FIT was a usable tool. It is a promising system for enhancing the motivation and engagement of people with MS in performing exercise with the aim of impr","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":null,"pages":null},"PeriodicalIF":4.0,"publicationDate":"2023-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10666018/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45496644","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
A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study. 预防老年青少年阿片类药物滥用的电子游戏干预:开发和实施前研究。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-11-03 DOI: 10.2196/46912
Kammarauche Aneni, Claudia-Santi F Fernandes, Lily A Hoerner, Claire Szapary, Tyra M Pendergrass Boomer, Lynn E Fiellin
{"title":"A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study.","authors":"Kammarauche Aneni, Claudia-Santi F Fernandes, Lily A Hoerner, Claire Szapary, Tyra M Pendergrass Boomer, Lynn E Fiellin","doi":"10.2196/46912","DOIUrl":"10.2196/46912","url":null,"abstract":"<p><strong>Background: </strong>Opioid misuse and mental disorders are highly comorbid conditions. The ongoing substance misuse and mental health crises among adolescents in the United States underscores the importance of widely scalable substance misuse preventive interventions that also address mental health risks. Serious video games offer an engaging, widely scalable method for delivering and implementing preventive interventions. However, there are no video game interventions that focus on preventing opioid misuse among older adolescents, and there are limited existing video game interventions that address mental health.</p><p><strong>Objective: </strong>This study aims to develop and conduct a formative evaluation of a video game intervention to prevent opioid misuse and promote mental health among adolescents aged 16-19 years (PlaySmart). We conducted formative work in preparation for a subsequent randomized controlled trial.</p><p><strong>Methods: </strong>We conducted development and formative evaluation of PlaySmart in 3 phases (development, playtesting, and preimplementation) through individual interviews and focus groups with multiple stakeholders (adolescents: n=103; school-based health care providers: n=51; and addiction treatment providers: n=6). PlaySmart content development was informed by the health belief model, the theory of planned behavior, and social cognitive theory. User-centered design principles informed the approach to development and play testing. The Exploration, Preparation, Implementation, and Sustainability framework informed preimplementation activities. Thematic analysis was used to identify themes from interviews and focus groups that informed PlaySmart game content and approaches to future implementation of PlaySmart.</p><p><strong>Results: </strong>We developed a novel video game PlaySmart for older adolescents that addresses the risk and protective factors for opioid misuse and mental health. Nine themes emerged from the focus groups that provided information regarding game content. Playtesting revealed areas of the game that required improvement, which were modified for the final game. Preimplementation focus groups identified potential barriers and facilitators for implementing PlaySmart in school settings.</p><p><strong>Conclusions: </strong>PlaySmart offers a promising digital intervention to address the current opioid and mental health crises among adolescents in a scalable manner.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":null,"pages":null},"PeriodicalIF":4.0,"publicationDate":"2023-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10656656/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"71423781","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 Commercial Exergames and Conventional Exercises on Improving Executive Functions in Children and Adolescents: Meta-Analysis of Randomized Controlled Trials. 商业游戏和传统练习对儿童和青少年执行功能改善的影响:一项随机对照试验的荟萃分析
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-10-19 DOI: 10.2196/42697
Jinlong Wu, Zhuang Xu, Haowei Liu, Xiaoke Chen, Li Huang, Qiuqiong Shi, Linman Weng, Yemeng Ji, Hao Zeng, Li Peng
{"title":"Effects of Commercial Exergames and Conventional Exercises on Improving Executive Functions in Children and Adolescents: Meta-Analysis of Randomized Controlled Trials.","authors":"Jinlong Wu, Zhuang Xu, Haowei Liu, Xiaoke Chen, Li Huang, Qiuqiong Shi, Linman Weng, Yemeng Ji, Hao Zeng, Li Peng","doi":"10.2196/42697","DOIUrl":"10.2196/42697","url":null,"abstract":"<p><strong>Background: </strong>Exergames are promising exercise tools for improving health. To the best of our knowledge, no systematic review has compared the effects of commercial exergames and conventional exercises on improving executive functions (EFs) in children and adolescents.</p><p><strong>Objective: </strong>This study aimed to investigate the effects of commercial exergames and conventional exercises on improving EFs in children and adolescents.</p><p><strong>Methods: </strong>Following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines, 5 randomized controlled trial (RCT) databases (PubMed, Web of Science, Scopus, PsycINFO, and SPORTDiscus) were searched from their inception to July 7, 2022, to identify relevant RCTs. The Cochrane Collaboration tool was used to evaluate the risk of bias for each study. GRADE (Grading of Recommendations, Assessment, Development, and Evaluation) was used to evaluate the overall quality of evidence.</p><p><strong>Results: </strong>In total, 8 RCTs including 435 children and adolescents were included in the analysis. Commercial exergames had no significant benefit on overall EFs compared to conventional exercises (Hedges g=1.464, 95% CI -0.352 to 3.280; P=.06). For core EFs, there was no evidence to suggest that commercial exergames are more beneficial for improving cognitive flexibility (g=0.906, 95% CI -0.274 to 2.086; P=.13), inhibitory control (g=1.323, 95% CI -0.398 to 3.044; P=.13), or working memory (g=2.420, 95% CI -1.199 to 6.038; P=.19) than conventional exercises. We rated the evidence for overall EFs, cognitive flexibility, inhibitory control, and working memory as being of very low quality due to inconsistency (large heterogeneity) and imprecision (low number of people). Additionally, no effects of the intervention were observed in the acute and chronic groups.</p><p><strong>Conclusions: </strong>We do not have strong evidence to support the benefit of commercial exergaming on EFs because we did not observe a Hedges g close to 0 with tight CIs. Further research is needed to confirm this hypothesis.</p><p><strong>Trial registration: </strong>PROSPERO CRD42022324111; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=324111.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":null,"pages":null},"PeriodicalIF":4.0,"publicationDate":"2023-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10623224/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44466602","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 Pilates Training on Duration of Posture Maintenance and Flow in Young, Healthy Individuals: Randomized Crossover Trial. 虚拟现实普拉提训练对年轻健康个体姿势维持和流畅持续时间的影响:随机交叉试验。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-10-19 DOI: 10.2196/49080
Sung Je Park, Jea Woog Lee
{"title":"Effects of Virtual Reality Pilates Training on Duration of Posture Maintenance and Flow in Young, Healthy Individuals: Randomized Crossover Trial.","authors":"Sung Je Park,&nbsp;Jea Woog Lee","doi":"10.2196/49080","DOIUrl":"10.2196/49080","url":null,"abstract":"<p><strong>Background: </strong>This study explored the use of virtual reality (VR) technology to enhance the effectiveness and duration of low-intensity movements and postures in Pilates-derived exercises. We postulate that by leveraging the flow state in VR, individuals can engage in these exercises for longer periods while maintaining a high level of flow.</p><p><strong>Objective: </strong>The purpose of this study was to compare differences in posture maintenance and flow between VR Pilates training and conventional Pilates training, and the correlation between the 2 factors.</p><p><strong>Methods: </strong>The 18 participants in each group received either VR training or conventional training and were switched to the other training type after a 2-day wash-out period. Each group performed Pilates movements in a VR environment and a conventional environment, divided into 4 types. After training sessions, participants were evaluated for flow using a self-report questionnaire. In addition, a sports video analysis program was used to measure the duration of posture maintenance in 2 video-recorded sessions. Repeated-measures ANOVA and correlation analysis were performed on the measured duration of posture maintenance and flow scores. In all cases, the statistical significance level was set at P<.05.</p><p><strong>Results: </strong>Results for the duration of posture maintenance verification by type showed that simple behavior (F<sub>1,16</sub>=17.631; P<.001), upper body-arm coordination behavior (F<sub>1,16</sub>=6.083; P=.04), upper body-leg coordination behavior (F<sub>1,16</sub>=8.359; P<.001), and whole-body coordination behavior (F<sub>1,16</sub>=8.426; P<.001) all showed an interaction effect at P<.05. Flow (F<sub>1,16</sub>=15.250; P<.001) also showed an interaction effect. In addition, significant correlations were determined between duration of all types of posture maintenance and flow in the VR training group at P<.05.</p><p><strong>Conclusions: </strong>Our results indicate that VR Pilates training may be more useful than conventional Pilates training in improving the duration of posture maintenance and that it promotes a significantly higher degree of flow when compared with conventional Pilates training.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":null,"pages":null},"PeriodicalIF":4.0,"publicationDate":"2023-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10623234/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49677555","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
An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study. 一个基于暴露的电子游戏(动物园博士),以减少3-6岁儿童的针头恐惧症:开发和混合方法试点研究。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-10-16 DOI: 10.2196/42025
Pat Healy, Celine Lu, Jennifer S Silk, Oliver Lindhiem, Reagan Harper, Abhishek Viswanathan, Dmitriy Babichenko
{"title":"An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study.","authors":"Pat Healy,&nbsp;Celine Lu,&nbsp;Jennifer S Silk,&nbsp;Oliver Lindhiem,&nbsp;Reagan Harper,&nbsp;Abhishek Viswanathan,&nbsp;Dmitriy Babichenko","doi":"10.2196/42025","DOIUrl":"10.2196/42025","url":null,"abstract":"<p><strong>Background: </strong>Needle phobia, which affects 19% of children aged 4 to 6 years, prevents many children from receiving necessary or preventive medical treatments. Digital interventions have been made to target needle phobia but currently rely on distraction rather than evidence-based exposure.</p><p><strong>Objective: </strong>We designed and evaluated a serious exposure-based mobile game called Dr. Zoo to reduce the fear of needles in children aged 3 to 6 years, where players administered shots to cartoon animals.</p><p><strong>Methods: </strong>We conducted a mixed methods study with 30 parents (mean age 35.87, SD 4.39 years) and their 36 children (mean age 4.44, SD 1.11 years) who played the game for 5 days leading to a scheduled appointment that included an injection (eg, influenza vaccination). After the study, parents completed exit surveys and participated in semistructured interviews to evaluate ease of use, acceptability, and preliminary effectiveness of the game and to provide insights on their experience with the game to inform future developments. Interview transcripts were analyzed by 3 independent coders following an open coding process and subsequently coded and discussed to reach consensus.</p><p><strong>Results: </strong>Parents rated their child's difficulty in completing the game as very low on average (scale 1-5; mean 1.76, SD 0.82) and were highly likely to recommend Dr. Zoo to other parents (scale 1-5; mean 4.41, SD 0.87), suggesting Dr. Zoo's strong ease of use and high acceptability. In the exit survey, parents rated their child's fear as significantly lower after participating in the study (scale 1-5; mean 3.09, SD 1.17) compared with that before participating (scale 1-5; mean 4.37, SD 0.81; z score=-4.638; P<.001). Furthermore, 74% (26/35) of the parents reported that the game had a positive impact on their child's fear or perception of needles (only 2 parents reported a negative impact). Qualitative analysis of the interview transcripts revealed potentially important features of the game in this positive impact, such as the game's interactive design, as observed in 69% (24/35) of our participants.</p><p><strong>Conclusions: </strong>The results suggest that an evidence-based serious mobile game can be an easy-to-use, acceptable, and potentially effective intervention for changing young children's fear and perceptions of needles. Leveraging digital interventions may be a potential solution to needle anxiety as a public health concern.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":null,"pages":null},"PeriodicalIF":4.0,"publicationDate":"2023-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10624234/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41235448","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
Playfulness and New Technologies in Hand Therapy for Children With Cerebral Palsy: Scoping Review. 儿童脑瘫手部治疗中的游戏性和新技术:范围界定综述。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-10-16 DOI: 10.2196/44904
Tamara Veronica Pinos Cisneros, Annette Brons, Ben Kröse, Ben Schouten, Geke Ludden
{"title":"Playfulness and New Technologies in Hand Therapy for Children With Cerebral Palsy: Scoping Review.","authors":"Tamara Veronica Pinos Cisneros,&nbsp;Annette Brons,&nbsp;Ben Kröse,&nbsp;Ben Schouten,&nbsp;Geke Ludden","doi":"10.2196/44904","DOIUrl":"10.2196/44904","url":null,"abstract":"<p><strong>Background: </strong>Innovative technologies such as game consoles and smart toys used with games or playful approaches have proven to be successful and attractive in providing effective and motivating hand therapy for children with cerebral palsy (CP). Thus, there is an increased interest in designing and implementing interventions that can improve the well-being of these children. However, to understand how and why these interventions are motivating children, we need a better understanding of the playful elements of technology-supported hand therapy.</p><p><strong>Objective: </strong>This scoping review aims to identify the playful elements and the innovative technologies currently used in hand therapy for children with CP.</p><p><strong>Methods: </strong>We included studies that design or evaluate interventions for children with CP that use innovative technologies with game or play strategies. Data were extracted and analyzed based on the type of technology, description of the system, and playful elements according to the Lenses of Play, a play design toolkit. A total of 31 studies were included in the analysis.</p><p><strong>Results: </strong>Overall, 54 papers were included in the analysis. The results showed high use of consumer technologies in hand therapy for children with CP. Although several studies have used a combination of consumer technologies with therapeutic-specific technologies, only a few studies focused on the exclusive use of therapeutic-specific technologies. To analyze the playfulness of these interventions that make use of innovative technologies, we focused our review on 3 lenses of play: Open-ended Play, where it was found that the characteristics of ludus, such as a structured form of play and defined goals and rules, were the most common, whereas strategies that relate to paidia were less common. The most commonly used Forms of Play were physical or active form and games with rules. Finally, the most popular Playful experiences were control, challenge, and competition.</p><p><strong>Conclusions: </strong>The inventory and analysis of innovative technology and playful elements provided in this study can be a starting point for new developments of fun and engaging tools to assist hand therapy for children with CP.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":null,"pages":null},"PeriodicalIF":4.0,"publicationDate":"2023-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10616756/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41235449","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
Effect of Voice and Articulation Parameters of a Home-Based Serious Game for Speech Therapy in Children With Articulation Disorder: Prospective Single-Arm Clinical Trial. 家庭严肃游戏对儿童发音障碍言语治疗的语音和发音参数影响:前瞻性单臂临床试验。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-10-11 DOI: 10.2196/49216
Seong-Yeol Kim, Minji Song, Yunju Jo, Youngjae Jung, Heecheon You, Myoung-Hwan Ko, Gi-Wook Kim
{"title":"Effect of Voice and Articulation Parameters of a Home-Based Serious Game for Speech Therapy in Children With Articulation Disorder: Prospective Single-Arm Clinical Trial.","authors":"Seong-Yeol Kim,&nbsp;Minji Song,&nbsp;Yunju Jo,&nbsp;Youngjae Jung,&nbsp;Heecheon You,&nbsp;Myoung-Hwan Ko,&nbsp;Gi-Wook Kim","doi":"10.2196/49216","DOIUrl":"10.2196/49216","url":null,"abstract":"<p><strong>Background: </strong>Articulation disorder decreases the clarity of language and causes a decrease in children's learning and social ability. The demand for non-face-to-face treatment is increasing owing to the limited number of therapists and geographical or economic constraints. Non-face-to-face speech therapy programs using serious games have been proposed as an alternative.</p><p><strong>Objective: </strong>The aim of this study is to investigate the efficacy of home therapy on logopedic and phoniatric abilities in children with articulation disorder using the Smart Speech game interface.</p><p><strong>Methods: </strong>This study is a prospective single-arm clinical trial. Children with articulation disorders, whose Urimal Test of Articulation and Phonology (U-TAP) was -2 SDs or less and the Receptive and Expressive Vocabulary Test score was -1 SD or more, were enrolled. A preliminary evaluation (E0) was conducted to check whether the children had articulation disorders, and for the next 4 weeks, they lived their usual lifestyle without other treatments. Prior to the beginning of the training, a pre-evaluation (E1) was performed, and the children trained at home for ≥30 minutes per day, ≥5 times a week, over 4 weeks (a total of 20 sessions). The Smart Speech program comprised oral exercise training, breathing training, and speech training; the difficulty and type of the training were configured differently according to the participants' articulation error, exercise, and vocal ability. After the training, postevaluation (E2) was performed using the same method. Finally, 8 weeks later, postevaluation (E3) was performed as a follow-up. A voice evaluation included parameters such as maximum phonation time (MPT), fundamental frequency (F<sub>0</sub>), jitter, peak air pressure (relative average perturbation), pitch, intensity, and voice onset time. Articulation parameters included a percentage of correct consonants (PCC; U-TAP word-unit PCC, U-TAP sentence-unit PCC, and three-position articulation test) and alternate motion evaluation (diadochokinesis, DDK). Data obtained during each evaluation (E1-E2-E3) were compared.</p><p><strong>Results: </strong>A total of 13 children with articulation disorders aged 4-10 years were enrolled in the study. In voice parameters, MPT, jitter, and pitch showed significant changes in repeated-measures ANOVA. However, only MPT showed significant changes during E1-E2 (P=.007) and E1-E3 (P=.004) in post hoc tests. Other voice parameters did not show significant changes. In articulation parameters, U-TAP, three-position articulation test (TA), and DDK showed significant changes in repeated-measures ANOVA. In post hoc tests, U-TAP (word, sentence) and TA showed significant changes during E1-E2 (P=.003, .04, and .01) and E1-E3 (P=.001, .03, and .003), and DDK showed significant changes during E1-E2 only (P=.03).</p><p><strong>Conclusions: </strong>Home-based serious games can be considered an alternative tre","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":null,"pages":null},"PeriodicalIF":4.0,"publicationDate":"2023-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10600646/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41201581","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 Application of Fully Immersive Virtual Reality on Reminiscence Interventions for Older Adults: Scoping Review. 全沉浸式虚拟现实在老年人回忆干预中的应用:范围界定综述。
IF 4 2区 医学
JMIR Serious Games Pub Date : 2023-10-06 DOI: 10.2196/45539
Zhipeng Lu, Wenjin Wang, Wei Yan, Chung Lin Kew, Jinsil Hwaryoung Seo, Marcia Ory
{"title":"The Application of Fully Immersive Virtual Reality on Reminiscence Interventions for Older Adults: Scoping Review.","authors":"Zhipeng Lu,&nbsp;Wenjin Wang,&nbsp;Wei Yan,&nbsp;Chung Lin Kew,&nbsp;Jinsil Hwaryoung Seo,&nbsp;Marcia Ory","doi":"10.2196/45539","DOIUrl":"10.2196/45539","url":null,"abstract":"<p><strong>Background: </strong>The increasing number of older adults with mental, behavioral, and memory challenges presents significant public health concerns. Reminiscence is one type of nonpharmacological intervention that can effectively evoke memories, stimulate mental activities, and improve psychological well-being in older adults through a series of discussions on previous experiences. Fully immersive virtual reality (FIVR) may be a useful tool for reminiscence interventions because it uses realistic virtual environments connected to a person's significant past stories.</p><p><strong>Objective: </strong>This review aims to examine empirical evidence regarding the application of FIVR in reminiscence interventions, its usability and acceptability, and its effectiveness in assisting the intervention to achieve optimal outcomes.</p><p><strong>Methods: </strong>We followed the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) approach for scoping reviews. The PubMed, PsycINFO, Embase, CINAHL, Web of Science, ACM, and IEEE Xplore electronic databases were used for the search. We included peer-reviewed studies that used FIVR as an assistive tool for reminiscence interventions; were published between January 1, 2000, and August 1, 2022; reported empirical research; involved older adults as participants; and addressed health- and behavior-related outcomes or the feasibility and usability of FIVR. We used Endnote X9 to organize the search results and Microsoft Excel for data extraction and synthesis.</p><p><strong>Results: </strong>Of the 806 articles collected from the databases and other resources, 11 were identified. Most of the studies involved participants aged between 70 and 90 years. Only 1 study did not involve those with cognitive impairments, whereas 3 specifically targeted people living with dementia. The results indicated that FIVR reminiscence interventions enhanced engagement and reduced fatigue. Although some studies have observed positive effects on anxiety, apathy, depression, cognitive functions, and caregiver burden reduction, these findings were inconsistent across other research. In addition, FIVR showed overall usability and acceptability with manageable side effects among older adults across various health conditions during reminiscence sessions. However, 1 study reported adverse feelings among participants, triggered by unpleasant memories evoked by the virtual reality content.</p><p><strong>Conclusions: </strong>The role of FIVR in reminiscence interventions remains nascent, with limited studies evaluating its impacts on older adults. Many of the reviewed studies had notable limitations: small sample sizes, absence of rigorous research design, limited assessment of long-term effects, lack of measures for health and behavior outcomes, and quality of life. Beyond these limitations, this review identified a list of future research directions in 6 categories. On the basis of the review findings, we pr","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":null,"pages":null},"PeriodicalIF":4.0,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10589832/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41132029","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
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":null,"pages":null},"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
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