Games for Health Journal最新文献

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A Serious Game to Raise Awareness Among Future Patients About Day-of-Surgery Cancellations. 一个严肃的游戏,以提高意识,在未来的病人对手术取消的一天。
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-10-01 Epub Date: 2026-08-06 DOI: 10.1177/2161783X261473386
Anne M Schouten, Éva Kalmár, John J van den Dobbelsteen, Anne C van der Eijk, Frank Willem Jansen, Steven M Flipse
{"title":"A Serious Game to Raise Awareness Among Future Patients About Day-of-Surgery Cancellations.","authors":"Anne M Schouten, Éva Kalmár, John J van den Dobbelsteen, Anne C van der Eijk, Frank Willem Jansen, Steven M Flipse","doi":"10.1177/2161783X261473386","DOIUrl":"10.1177/2161783X261473386","url":null,"abstract":"<p><p><i>Background:</i>Same-day surgery cancellations are a persistent and societally relevant challenge, affecting operating room efficiency, patient trust, and health care professionals' workload. In the Netherlands, many cancellations result from nonmedical system constraints such as staffing shortages and scheduling dependencies, factors that are rarely addressed in patient-facing education. This study explores a novel approach to expectation management by using a serious board game to make the complexity of surgery planning tangible for everyday individuals who may encounter surgical care in the future.<i>Methods:</i>In an exploratory pilot study, a quasi-experimental design compared an intervention group (<i>n</i> = 9) who played a serious game simulating hospital resource management with a control group (<i>n</i> = 9) who received a standard preoperative brochure. Pre- and post-intervention questionnaires assessed understanding of surgery cancellations, empathy toward health care professionals, and anticipated anxiety.<i>Results:</i>Results showed stronger gains in perceived understanding among game participants compared with the control group, including a statistically significant shift in perceptions of cancellations occurring after hospital admission. Directional increases in empathy toward health care workers were also observed following gameplay, while anticipated anxiety levels remained largely stable across groups.<i>Conclusions:</i> These findings highlight the potential of serious games as a complementary, public-facing educational tool for conveying system-level health care constraints that are difficult to communicate through traditional materials. By fostering awareness and perspective-taking around surgery planning and cancellations, this approach addresses a timely societal issue and opens new avenues for the use of serious games in health care education and public engagement.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"280-289"},"PeriodicalIF":3.1,"publicationDate":"2026-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148680474","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
Assessment of Topographical Orientation Cognitive Functions Using a Virtual Reality Game. 利用虚拟现实游戏评估地形方位认知功能。
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-10-01 Epub Date: 2026-06-16 DOI: 10.1177/2161783X261460581
Pablo Rodriguez-Prieto, Joaquín A Ibañez-Alfonso
{"title":"Assessment of Topographical Orientation Cognitive Functions Using a Virtual Reality Game.","authors":"Pablo Rodriguez-Prieto, Joaquín A Ibañez-Alfonso","doi":"10.1177/2161783X261460581","DOIUrl":"10.1177/2161783X261460581","url":null,"abstract":"<p><p><i>Objective:</i> Topographical disorientation refers to the partial or complete loss of the ability to navigate environments. Traditionally, it has been assessed with \"paper and pencil\" tests, but recent technological advances have introduced more ecological assessment methods. One such technology is virtual reality (VR), which enables assessment orientation within a three-dimensional environment without the need for actual open spaces. Our aim was to design a test to assess cognitive skills related to topographic orientation in VR environments.<i>Materials and Methods:</i> A battery of neuropsychological tests was administered together with a gamified VR task where participants learned to navigate in a large-scale virtual environment. The sample comprised 40 young adults (11 male; ages 18-35) with no history of neurological impairment.<i>Results:</i> After item reliability analysis, a test with solid internal consistency (Cronbach's alpha = 0.737) was developed. Additionally, a positive correlation was found between the skills of perception, retention, and visuospatial information processing and the VR test (<i>p</i>s ≤ 0.05).<i>Conclusion:</i> This study successfully developed a reliable gamified VR test, aligned with cognitive processes involved in anterograde topographic orientation. Although this tool still requires further studies to establish normative data and measures of specificity and sensitivity in clinical populations, it represents a crucial first step toward implementing this technology in the ecological evaluation of cognitive processes that are difficult to explore in clinical settings.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"249-256"},"PeriodicalIF":3.1,"publicationDate":"2026-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148266520","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
Effects of Exergame Balance Training with Variable Cognitive Motor Challenges on Serum BDNF, p-tau181, and Cognitive Functions in Adults with Mild Cognitive Impairment: A Randomized Trial. 可变认知运动挑战的运动平衡训练对轻度认知障碍成人血清BDNF、p-tau181和认知功能的影响:一项随机试验
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-10-01 Epub Date: 2026-07-30 DOI: 10.1177/2161783X261461636
Aruba Saeed, Imran Amjad, Abdullah Alzahrani, Muhammad Shafique, Heidi Haavik, Imran Khan Niazi
{"title":"Effects of Exergame Balance Training with Variable Cognitive Motor Challenges on Serum BDNF, p-tau181, and Cognitive Functions in Adults with Mild Cognitive Impairment: A Randomized Trial.","authors":"Aruba Saeed, Imran Amjad, Abdullah Alzahrani, Muhammad Shafique, Heidi Haavik, Imran Khan Niazi","doi":"10.1177/2161783X261461636","DOIUrl":"10.1177/2161783X261461636","url":null,"abstract":"<p><strong>Introduction: </strong>Cognitive-motor exergame balance training may increase attentional demands and neuronal processing, potentially affecting serum levels of brain-derived neurotrophic factor (BDNF), Aβ1-42, and p-tau181, as well as train cognitive abilities in adults with mild cognitive impairment (MCI). This study aimed to compare the effects of exergame balance training of mild, moderate, high-difficulty, and Wii Fit™ groups on blood serum levels of BDNF, Aβ1-42, p-tau181, and cognition function in adults with MCI.</p><p><strong>Methods: </strong>In this four-arm, parallel group randomized clinical trial, 97 adults with MCI were randomly assigned to exergame balance training groups of mild, moderate, high-difficulty, and Wii Fit exergame as a control group. All participants received 40 min/session, 3 times/week for 8 weeks. Assessment of serum levels of p-tau181, Aβ1-42, BDNF, and cognitive functions was conducted at baseline, after weeks 4 and 8. A mixed-model analysis of covariance was used, with post-baseline measurements (weeks 4 and 8) specified as the within-subject factor and the corresponding baseline value entered as a covariate to adjust for initial between-group variability.</p><p><strong>Results: </strong>A significant group × time interaction was found for BDNF, <i>F</i>(3,92) = 6.413, <i>P</i> = 0.017, <i>ηp</i><sup>2</sup> <i>=</i> 0.181; p-tau181, <i>F</i>(3,92) = 4.640, <i>P</i> = 0.040, <i>ηp</i><sup>2</sup> <i>=</i> 0.138; attention, <i>F</i>(3,92) = 4.171, <i>P</i> = 0.045, <i>ηp</i><sup>2</sup> <i>=</i> 0.057; abstraction, <i>F</i>(3,92) = 4.263, <i>P</i> = 0.043, <i>ηp</i><sup>2</sup> <i>=</i> 0.058; and visuospatial skills, <i>F</i>(3,92) = 6.931, <i>P</i> < 0.001, <i>ηp</i><sup>2</sup> <i>=</i> 0.234.</p><p><strong>Conclusion: </strong>Cognitive-motor challenge-based exergame balance training was associated with an increase in serum BDNF, a reduction in p-tau181. In contrast, the Aβ1-42 levels remained stable. These changes were accompanied by improvement in selective cognitive functions (attention, abstraction, and visuospatial skills) in individuals with MCI. Greater effects were observed in moderate and high-difficulty groups, suggesting the importance of intervention intensity in promoting cognitive and neurobiological outcomes in MCI.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"257-268"},"PeriodicalIF":3.1,"publicationDate":"2026-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148632203","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
The Effect of Game-Based Virtual Reality Rehabilitation and Its Impact on Upper Extremity Function After Arthroscopic Rotator Cuff Repair: A Randomized Controlled Trial. 基于游戏的虚拟现实康复及其对关节镜下肩袖修复后上肢功能的影响:一项随机对照试验。
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-10-01 Epub Date: 2026-07-26 DOI: 10.1177/2161783X261461654
Ahmed M El Melhat, Hatem Lazem, Khaled A Shalash, Ghada M Koura, Sallam Ali Sallam, Ahmed Mohamed Fathi Elshiwi, Ali Mohamed Ali Ismail, Aseel El Kawam, Shimaa Abdelalim Essa
{"title":"The Effect of Game-Based Virtual Reality Rehabilitation and Its Impact on Upper Extremity Function After Arthroscopic Rotator Cuff Repair: A Randomized Controlled Trial.","authors":"Ahmed M El Melhat, Hatem Lazem, Khaled A Shalash, Ghada M Koura, Sallam Ali Sallam, Ahmed Mohamed Fathi Elshiwi, Ali Mohamed Ali Ismail, Aseel El Kawam, Shimaa Abdelalim Essa","doi":"10.1177/2161783X261461654","DOIUrl":"10.1177/2161783X261461654","url":null,"abstract":"<p><strong>Background: </strong>Arthroscopic rotator cuff repair (ARCR) often results in prolonged recovery and limited shoulder function. Conventional physical therapy rehabilitation programs require sustained patient engagement; however, adherence is frequently low. Game-based virtual reality (VR) offers an interactive and engaging environment that may enhance rehabilitation outcomes.</p><p><strong>Objective: </strong>To evaluate the effect of a game-based VR program on the function of the upper limb in patients following ARCR.</p><p><strong>Methods: </strong>A randomized controlled trial was conducted with patients who underwent ARCR. Participants were randomized into two groups: game-based VR or conventional rehabilitation. Outcomes were evaluated using the Disabilities of the Arm, Shoulder and Hand score, pain severity by the Numerical Pain Rating Scale, range of motion measures, and muscle strength testing. Assessments were performed at baseline and at 6 weeks and 12 weeks post surgery.</p><p><strong>Results: </strong>Results have shown significant within-group improvements in pain, function, range of motion, and isometric muscle strength across all time points (<i>P</i> < 0.05). Between-group analysis revealed greater improvements in pain, function, flexion range, and abduction and external rotation strength in the experimental group at both time points (<i>P</i> < 0.05). Abduction range improved significantly only at 12 weeks (<i>P</i> = 0.02), whereas external rotation range showed no significant difference between groups at either time point (<i>P</i> > 0.05).</p><p><strong>Conclusion: </strong>The findings indicate that integrating game-based VR rehabilitation provides additional benefits over conventional therapy in improving pain and upper extremity function following ARCR. These findings support the use of VR as an effective alternative to the conventional rehabilitation for postoperative rehabilitation.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"269-279"},"PeriodicalIF":3.1,"publicationDate":"2026-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148594113","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
Ten Years of Pokémon Go: Lessons About How Digital Platforms Influence Health. 《10年的口袋妖怪Go:数字平台如何影响健康》
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-09-30 DOI: 10.1177/2161783X261488497
Luis Miguel Rojo-Bofill, Joan Vicent Sánchez-Ortí, Rafael Tabarés-Seisdedos
{"title":"Ten Years of Pokémon Go: Lessons About How Digital Platforms Influence Health.","authors":"Luis Miguel Rojo-Bofill, Joan Vicent Sánchez-Ortí, Rafael Tabarés-Seisdedos","doi":"10.1177/2161783X261488497","DOIUrl":"https://doi.org/10.1177/2161783X261488497","url":null,"abstract":"","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"2161783X261488497"},"PeriodicalIF":3.1,"publicationDate":"2026-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149116432","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
Evaluating the Efficacy of Virtual Reality Exergaming in Frozen Shoulder Rehabilitation: A Randomized Clinical Trial. 评估虚拟现实运动在肩周炎康复中的疗效:一项随机临床试验。
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-08-01 Epub Date: 2026-05-09 DOI: 10.1177/2161783X261447613
Amir Bisadi, Mohammad H Mahrooz, Mehdi Heidari, Basir Majdoleslami, Reza Minaei, Soheil Mehdipour
{"title":"Evaluating the Efficacy of Virtual Reality Exergaming in Frozen Shoulder Rehabilitation: A Randomized Clinical Trial.","authors":"Amir Bisadi, Mohammad H Mahrooz, Mehdi Heidari, Basir Majdoleslami, Reza Minaei, Soheil Mehdipour","doi":"10.1177/2161783X261447613","DOIUrl":"10.1177/2161783X261447613","url":null,"abstract":"<p><p><i>Objective:</i> Frozen shoulder is a common condition causing shoulder pain and stiffness, with conventional therapies often hindered by low adherence due to their repetitive and painful nature. This randomized clinical trial aimed to evaluate the clinical effectiveness of immersive virtual reality (VR) exergaming in frozen shoulder rehabilitation.<i>Materials and Methods:</i> Fifty-four patients with primary frozen shoulder were randomly assigned to a VR therapy (VRT) group or a conventional therapy (CT) group. Both groups underwent 18 sessions over 6 weeks, consisting of 20 minutes of continuous passive motion exercises followed by 20 minutes of either VR exergaming or conventional functional exercises. We chose Beat Saber for the VR intervention, a rhythm game in which players slice blocks in sync with music. Its \"level editor\" allowed us to customize block patterns to simulate therapeutic shoulder movements.<i>Results:</i> Primary outcomes included passive range of motion (PROM) in external rotation, abduction, and flexion. Secondary outcomes assessed shoulder function (Disabilities of the Arm, Shoulder and Hand [DASH] questionnaire) and resting pain (visual analog scale [VAS]). Assessments were conducted at baseline, postintervention, and 12 weeks after the trial. Both groups showed significant improvements in PROM, DASH, and VAS scores compared with baseline (<i>P</i> < 0.001). Between-group analysis revealed no significant differences in DASH (<i>P</i> = 0.483) or VAS (<i>P</i> = 0.220). However, the VRT group achieved superior abduction (<i>P</i> = 0.015) and flexion (<i>P</i> = 0.031), with no significant difference in external rotation (<i>P</i> = 0.637).<i>Conclusion:</i> These findings suggest VR exergaming is a promising adjunct to CT for frozen shoulder. Further studies are needed to investigate the influence of VR game design on rehabilitation outcomes.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"223-233"},"PeriodicalIF":3.1,"publicationDate":"2026-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147857413","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
Player Types and Gamification in Adolescent Tobacco Prevention: Insights from Game-Based Interventions. 青少年烟草预防中的玩家类型和游戏化:来自游戏干预的见解。
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-08-01 Epub Date: 2026-05-23 DOI: 10.1177/2161783X261449537
Bairu Zhao, Georges E Khalil
{"title":"Player Types and Gamification in Adolescent Tobacco Prevention: Insights from Game-Based Interventions.","authors":"Bairu Zhao, Georges E Khalil","doi":"10.1177/2161783X261449537","DOIUrl":"10.1177/2161783X261449537","url":null,"abstract":"<p><p><i>Background:</i>Game-based tobacco prevention programs have demonstrated the potential to reduce adolescents' intention to vape. This study investigated the influence of gamification player types on the effectiveness of two programs: A Smoking Prevention Interactive Experience (ASPIRE), a computer-based intervention with videos and activities, and Storm-Heroes, a social game emphasizing interaction and action-based gameplay.<i>Methods:</i>Using the HEXAD typology, which categorizes players into six types (Philanthropists, Socializers, Free Spirits, Achievers, Players, and Disruptors), this study examined player type distributions, their relationship to intention to vape, and the impact of distraction during gameplay.<i><b>Results:</b></i>randomized trial involving 175 adolescents aged 11-18 from after-school programs evaluated player types, distraction levels, and intention to vape at baseline and 1.5 months post-intervention. Results revealed that participants in the Storm-Heroes group scored higher on player, disruptor, achiever, and free spirit types than those in the ASPIRE group. A tendency to be socializers was positively associated with higher vaping intention, while a tendency to be players predicted lower vaping intention. In addition, a significant three-way interaction indicated that disruptors in the Storm-Heroes group reduced vaping intention over time. Distraction effects varied by player type and program. Disruptors in Storm-Heroes were less affected by distraction, whereas socializers and players in ASPIRE experienced heightened distraction effects.<i>Conclusion:</i>These findings highlight the importance of tailoring interventions to specific player types to enhance engagement and effectiveness. The study supports the potential of gamified interventions to reduce adolescent vaping intentions. Future research should explore larger, more diverse populations and examine the broader impact of gamification on tobacco prevention outcomes.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"234-242"},"PeriodicalIF":3.1,"publicationDate":"2026-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148007165","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
Evaluating the Impact of 6-Week Gamified Virtual Reality Rehabilitation Program on Pain, Function, and Balance in Knee Osteoarthritis: A Randomized Controlled Trial. 评估6周游戏化虚拟现实康复计划对膝关节骨关节炎疼痛、功能和平衡的影响:一项随机对照试验。
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-08-01 Epub Date: 2026-02-25 DOI: 10.1177/2161783X261421436
Moayad S Subahi, Mohamed S Alayat, Fahda M Alshaikh, Moiyad S Aljehani, Ammar Fadil, Mansour Abdullah Alshehri
{"title":"Evaluating the Impact of 6-Week Gamified Virtual Reality Rehabilitation Program on Pain, Function, and Balance in Knee Osteoarthritis: A Randomized Controlled Trial.","authors":"Moayad S Subahi, Mohamed S Alayat, Fahda M Alshaikh, Moiyad S Aljehani, Ammar Fadil, Mansour Abdullah Alshehri","doi":"10.1177/2161783X261421436","DOIUrl":"10.1177/2161783X261421436","url":null,"abstract":"<p><strong>Objective: </strong>This study aimed to evaluate the effects of a gamified virtual reality (VR) rehabilitation program, using immersive VR combined with conventional conventional physical therapy (CPT), on pain, functional mobility, disability, and balance in individuals with knee osteoarthritis (OA).</p><p><strong>Methods: </strong>A randomized controlled trial was conducted on 90 volunteered participants diagnosed with knee OA, equally divided into VR and control groups. VR group received VR + CPT, while the control group received only CPT. Outcome measures included Visual Analog Scale (VAS) for pain, 6-minute walk test (6MWT) for function, Western Ontario and McMaster Universities Arthritis Index (WOMAC) for disability, and the Berg Balance Scale (BBS) for balance. Participants underwent three sessions per week for 6 weeks. Assessments were performed at baseline, after 3 weeks, and after 7 weeks (postintervention). The level of significance was set at <i>P</i> ≤ 0.05.</p><p><strong>Results: </strong>The VR group demonstrated greater improvements than the control group, including a 38.6% reduction in pain compared with 26.3% in the control group, and a 39.9% increase in 6MWT distance compared with 19.4% in the control group. WOMAC improved substantially in the VR group (57.9%) compared with the control group (25%). Pain reduction became significantly greater in the VR group in the third week. Significant between-group differences at postintervention (<i>P</i> < 0.001) were observed for VAS, 6MWT, and WOMAC. Both groups demonstrated significant within-group improvements in balance; however, no significant between-group difference was found for BBS (<i>P</i> = 0.090).</p><p><strong>Conclusion: </strong>Integrating a gamified VR rehabilitation program alongside CPT significantly reduces pain and improves mobility and knee function in individuals with knee OA. The findings support using VR as an effective adjunct to traditional physiotherapy, improving engagement and clinical outcomes.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"205-213"},"PeriodicalIF":3.1,"publicationDate":"2026-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147311362","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
The Serious Game NutriGame-Your Food Guide Promotes Communication of the NOVA Food Classification and Healthy Eating Habits Among Adolescents. 严肃游戏营养游戏-你的食物指南促进青少年NOVA食物分类和健康饮食习惯的交流。
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-08-01 Epub Date: 2026-05-08 DOI: 10.1177/2161783X261441230
Bruna Caroline Chaves Garcia, Carina Sousa Santos, Marina Luiza Baêta Costa, Danilo Bretas de Oliveira, Elizabethe Adriana Esteves, Etel Rocha Vieira
{"title":"The Serious Game NutriGame-Your Food Guide Promotes Communication of the NOVA Food Classification and Healthy Eating Habits Among Adolescents.","authors":"Bruna Caroline Chaves Garcia, Carina Sousa Santos, Marina Luiza Baêta Costa, Danilo Bretas de Oliveira, Elizabethe Adriana Esteves, Etel Rocha Vieira","doi":"10.1177/2161783X261441230","DOIUrl":"10.1177/2161783X261441230","url":null,"abstract":"<p><p>This study evaluated the effectiveness of a serious game, NutriGame-Your Food Guide, in communicating the NOVA food classification and healthy eating habits to adolescents. The study involved 65 adolescents of both sexes aged between 10 and 18 years. The intervention group (<i>n</i> = 38) played the NutriGame for 14 days. They completed a food-related questionnaire that addressed issues of self-perception, self-efficacy, knowledge, and food attitude at three time points: Before (Pre), 14 (Post), and 90 days after NutriGame use (Post-90). The control group received no intervention. Following the use of NutriGame, adolescents reported an increased understanding of healthy eating (Pre 7.05 ± 1.83 points; Post 7.94 ± 1.33 points, <i>P</i> = 0.031) and considered their diet healthier (Pre 6.50 ± 1.64 points; Post 7.16 ± 1.11 points, <i>P</i> = 0.015). As did self-efficacy, the healthy eating knowledge score increased after playing NutriGame (27.82 ± 1.65 to 29.05 ± 1.45, <i>P</i> = 0.0001). There was also an improvement in food attitude (Pre: 20.58 ± 3.19 points; Post: 22.53 ± 3.12 points, <i>P</i> = 0.0009). These modifications resulted in the maintenance of the results 90 days post-intervention. These results indicate that NutriGame-Your Food Guide effectively communicated the NOVA food classification and healthy eating habits to adolescents (Brazilian Registry of Clinical Trials U1111-1258-0889).</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"214-222"},"PeriodicalIF":3.1,"publicationDate":"2026-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147844474","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
The Effect of a Mobile Game Developed for Children with Familial Mediterranean Fever on Disease Management and Quality of Life: A Randomized Controlled Trial. 为家族性地中海热儿童开发的手机游戏对疾病管理和生活质量的影响:一项随机对照试验。
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-06-01 Epub Date: 2026-02-17 DOI: 10.1177/2161783X251414694
Gamze Kaş Alay, Birsen Mutlu
{"title":"The Effect of a Mobile Game Developed for Children with Familial Mediterranean Fever on Disease Management and Quality of Life: A Randomized Controlled Trial.","authors":"Gamze Kaş Alay, Birsen Mutlu","doi":"10.1177/2161783X251414694","DOIUrl":"10.1177/2161783X251414694","url":null,"abstract":"<p><strong>Objective: </strong>To determine the effect of training children with familial Mediterranean fever (FMF) using a mobile game (MG) or training booklet (TB) on self-efficacy, symptom management, and quality of life (HRQoL) compared with a control group.</p><p><strong>Materials and methods: </strong>The sample of the randomized controlled experimental study consisted of children with FMF. Children in the experimental groups received training with TB (<i>n</i> = 14) or MG (<i>n</i> = 14). The control group (<i>n</i> = 15) received no intervention and continued their routines. The Pediatric Rating of Chronic Illness Self-Efficacy Scale (PRCISE), and Juvenile Autoinflammatory Disease Multidimensional Assessment Report (JAIMAR) were used to collect data. Data were collected in pre-test, post-test-1, and post-test-2.</p><p><strong>Results: </strong>The MG group's PRCISE (<i>P</i> < 0.001, <i>P</i> < 0.001), HRQoL (<i>P</i> = 0.001, <i>P</i> = 0.001), therapeutic compliance (<i>P</i> = 0.002, <i>P</i> = 0.004), increased and the mean pain scores (<i>P</i> = 0.044, <i>P</i> = 0.010), the number of symptoms decreased (<i>P</i> < 0.001, <i>P</i> < 0.001) in both measurements after the intervention. The mean PRCISE score of the TB group increased only in post-test 1 (<i>P</i> = 0.008), and the mean HRQoL total score did not change significantly in either post-test measurement (<i>P</i> > 0.05). The TB group's symptom management indicators were similar at all measurements (<i>P</i> > 0.05). The control group's PRCISE and HRQoL scores and symptom management indicators were similar at the three measurement times (<i>P</i> > 0.05).</p><p><strong>Conclusion: </strong>The MG increased illness self-efficacy, symptom management and HRQoL in children with FMF and its effect lasted longer than the TB. It is recommended to use and disseminate technology-based and interactive education methods such as MG in the management of chronic diseases in children.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"144-154"},"PeriodicalIF":3.1,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146214680","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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