Maria Andreassen, Núria Santaularia, Aseel Berglund, Erik Berglund, Helena Orädd, Anna Strömberg, Tiny Jaarsma, Leonie Klompstra
{"title":"Feasibility of a Mobile Exergame for Patients with Heart Failure.","authors":"Maria Andreassen, Núria Santaularia, Aseel Berglund, Erik Berglund, Helena Orädd, Anna Strömberg, Tiny Jaarsma, Leonie Klompstra","doi":"10.1089/g4h.2024.0093","DOIUrl":"https://doi.org/10.1089/g4h.2024.0093","url":null,"abstract":"<p><p><b><i>Background:</i></b> Physical activity is beneficial and recommended to improve outcomes for patients with heart failure (HF). Exergaming combines gaming technology with physical activity. Therefore, we developed a mobile exergame in a co-design process, the exergame would engage participants in physical activity anywhere and anytime. This study aims to assess the feasibility of a newly developed mobile exergame, heart farming, for patients with HF. <b><i>Methods:</i></b> A total of 14 participants with HF used the exergame on their smartphones for one month (9 Swedish and 5 Spanish participants; 9 males, mean 72 years, range 61-82 years). Participants were provided an introduction to the exergame, and follow-up was carried out regularly by telephone. Participants were advised to increase the daily walking duration by 10 minutes a day, based on the number of meters walked in the 6-minute walk test (6MWT). Areas of feasibility identified were acceptability, demand, implementation, and practicality, which were examined during telephone follow-ups and interviews, and data downloaded from the exergame. <b><i>Results:</i></b> Participants found the farming theme appealing, and coaching encouraged them to perform the exergame on a regular basis (acceptability). Based on the 6MWT, the personal goal for daily walking was set (mean of 704 meters, range 250-900 meters). Participants reported that daily goals and tasks were manageable. The exergame was perceived as appropriate to decrease sedentary time, and participants reported improved physical health (demand). The exergame was perceived as easy to learn and use, and adjustable to individual needs (implementation). Exergaming while walking and conversing with others was described as less convenient (practicality). <b><i>Conclusion:</i></b> Participants with HF valued personalized support and the exergame's farming theme was appealing. The goal to increase walking by 10 minutes a day was seen as a realistic way to reduce sedentary behavior. When introducing the exergame, it is essential to emphasize the importance of proper lighting, so meters walked are accurately recorded.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143812712","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}
{"title":"Acceptance and Usability of Different Virtual Reality-Based Technologies Supporting Physical Rehabilitation of the Upper Limb: Results of Experiments with Patients After Upper Limb Injury at Work.","authors":"Andrzej Grabowski","doi":"10.1089/g4h.2024.0071","DOIUrl":"https://doi.org/10.1089/g4h.2024.0071","url":null,"abstract":"<p><p><b><i>Objective:</i></b> The human-computer interface is pivotal in advancing products like virtual reality (VR) games tailored for upper limb rehabilitation. <b><i>Materials and Methods:</i></b> A comparative study was conducted with 60 male participants, all young construction workers aged 20 to 30, who were selected from two rehabilitation centers, specifically targeting individuals with comparable upper limb dysfunctions resultant from occupational injuries, as assessed by qualified physiotherapists. The study evaluated various image presentation methodologies, two types of head-mounted displays (HMDs), tethered to a PC and a stand-alone, and a TV. Participants engaged in a series of five distinct rehabilitation games, executing a standardized sequence of movements over a 30-minute duration. <b><i>Results:</i></b> Findings revealed a significant correlation between the chosen interface and factors such as technology acceptance, usability, user experience, spatial presence, and perceived stress during the training sessions. To compare display methods Mann-Whitney <i>U</i> tests were performed. The HMD configurations generally outperformed the TV option. The stand-alone HMD particularly demonstrated superior outcomes in comparison to both, TV and HMD tethered to PC, with increases observed in intent to use (52% and 16%), overall performance (41% and 15%), and perceived usefulness (20% and 16%). The usability assessment conducted by physiotherapists yielded an average score of 74.5, indicating a consensus on the practicality and effectiveness of the system. <b><i>Conclusion:</i></b> The high usability of HMD aligns with previous studies. New findings concern an in-depth comparative analysis of interfaces across multiple dimensions. Future research should explore the evaluation of interfaces after long-term use and factors influencing therapy effectiveness and upper limb functionality.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143804472","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}
{"title":"Improving Health Care Training: A Serious Game Approach to Malnutrition Screening.","authors":"Håvard Vibeto, Markus Sebastian Bakken Storeide","doi":"10.1089/g4h.2024.0170","DOIUrl":"https://doi.org/10.1089/g4h.2024.0170","url":null,"abstract":"<p><p><b><i>Objective:</i></b> This pilot study explores the potential of the serious game Kamferhjemmet in training health care professionals in Norway on the use of the Malnutrition Universal Screening Tool (MUST). <b><i>Materials and Methods:</i></b> Using a multimethods approach, the research involved pre- and postgame surveys, interviews, and observations with 29 participants from two health care institutions. <b><i>Results:</i></b> The findings revealed that while participants generally exhibited high digital literacy and had a positive attitude toward game-based learning, there were notable challenges, including game repetitiveness, interface issues, and the difficulty of integrating the game into busy work schedules. Despite these challenges, the majority of participants believed the game enhanced their proficiency with MUST. <b><i>Conclusion:</i></b> The study concludes that while Kamferhjemmet shows promise as an educational tool, further refinements to the game design and structured implementation within health care training programs are needed. Future research should explore a comparison with traditional training methods to fully assess the effectiveness of serious games in health care education.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143781500","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}
Sebahat Yaprak Cetin, Saniye Yardim, Mert Dogan, Gulsah Sutcuoglu Ucmak, Ozgun Kaya Kara, Ayse Ayan
{"title":"The Effects of Technology-Based Rehabilitation in Rheumatic Diseases with Hand Involvement: A Single Blind Randomized Controlled Trial.","authors":"Sebahat Yaprak Cetin, Saniye Yardim, Mert Dogan, Gulsah Sutcuoglu Ucmak, Ozgun Kaya Kara, Ayse Ayan","doi":"10.1089/g4h.2024.0164","DOIUrl":"https://doi.org/10.1089/g4h.2024.0164","url":null,"abstract":"<p><p><b><i>Objective:</i></b> The aim of this study was to examine the effect of technology-based rehabilitation on grip strength, functionality, and disease activity in rheumatic diseases with hand involvement, and to compare these effects with the effects of conventional hand rehabilitation and with a control group that continued routine life. <b><i>Materials and Methods:</i></b> The study included 45 patients, with a mean age of 52.24 ± 10.03 years, who were diagnosed with rheumatic disease involving the hand. The patients were randomized to an intervention group (<i>n</i> = 15), conventional group (<i>n</i> = 15), and control group (<i>n</i> = 15). A virtual reality (VR) application with a leap motion controller (LMC) device was applied to the intervention group and stretching and strengthening exercises were applied to the conventional exercise group twice a week for 8 weeks. Evaluations were made using the Disease Activity Score-28, dynamometer, pinch meter, Michigan hand outcome test, Duruöz Hand Index, Jebsen hand function test, and 9-hole peg test. <b><i>Results:</i></b> A significant difference was determined in favor of the LMC group in terms of the Jebsen Hand Function test, 9-hole peg test and grip strength after the intervention (<i>P</i> < 0.05). <b><i>Conclusion:</i></b> For patients with rheumatic diseases with hand involvement, VR rehabilitation via LMC under the guidance of a physiotherapist has positive effects on the patients' grip strength and hand functions. Developing approaches that will maintain patients' motivation for exercise during the treatment process may help increase and maintain these effects.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-04-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143773671","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}
Huanyu Bao, Sai G S Pai, Navrag B Singh, Ben Tan Phat Pham, Sowmiya Meena Siva Subramaniam, Yin-Leng Theng, Edmund W J Lee
{"title":"Single or Multiplayer Mode? Examining the Effects of Exergames in Improving Physical Health and Well-Being Among Older Adults.","authors":"Huanyu Bao, Sai G S Pai, Navrag B Singh, Ben Tan Phat Pham, Sowmiya Meena Siva Subramaniam, Yin-Leng Theng, Edmund W J Lee","doi":"10.1089/g4h.2023.0241","DOIUrl":"10.1089/g4h.2023.0241","url":null,"abstract":"<p><p><b><i>Objective:</i></b> This study assesses the impact of single-player and multiplayer exergaming modes on improving exercise intentions, reduction of fear of falling, and emotional well-being among older adults, primarily from low socioeconomic status (SES) backgrounds-a group often underrepresented in exergame research. <b><i>Method:</i></b> We engaged 48 participants, primarily from low-SES communities in Singapore for a 4-week community-based exergaming intervention. Participants were divided into four groups as follows: (1) conventional exercise alone, (2) exergames alone, (3) exergames with a health coach, and (4) exergames with a peer. Using two-way repeated-measures ANOVA, we analyzed the effects of these interventions. <b><i>Results:</i></b> The findings revealed that all exergaming modes positively influenced exercise intentions, fear of falling, and emotional well-being to varying extents. Notably, exergaming with a health coach significantly improved participants' exercise intentions and emotional well-being, underscoring the value of expert guidance in motivating and supporting older adults in adopting healthier lifestyles. Exergaming with a peer was most effective in reducing fear of falling, highlighting the importance of social support and peer interaction in addressing physical health concerns among this population. <b><i>Conclusion:</i></b> This study emphasizes the potential of tailored exergame interventions incorporating various social interactions to improve health outcomes for older adults, contributing to more inclusive health promotion strategies.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"119-126"},"PeriodicalIF":2.2,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142037341","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}
{"title":"The Effectiveness of Immersive Virtual Reality Simulation as an Innovative Learning Strategy for Acquisition of Clinical Skills in Nursing Education: Experimental Design.","authors":"Samar Thabet Jallad, Burçin Işık","doi":"10.1089/g4h.2023.0139","DOIUrl":"10.1089/g4h.2023.0139","url":null,"abstract":"<p><p><b><i>Background:</i></b> A transformation of learning in nursing is necessary to prepare students for developing complex clinical environments. The essential aim of clinical nursing learning is to enhance the integration of theoretical knowledge in the clinical environment by using various innovative strategies, such as immersive virtual reality (VR) simulation to develop a learning process that allows students to gain knowledge and perform skills in a visually attractive way, which enhances the quality and safety of clinical learning through repeated exposure to educational content that supports students' cognitive and psychomotor skills. <b><i>Objective:</i></b> This study was aimed at determining the effectiveness of immersive VR simulation as a learning strategy on the acquisition of intramuscular injection skills in nursing education and the performance level of nursing students compared with a physical learning environment (low-fidelity simulation). <b><i>Materials and Metods:</i></b> The experimental design (pre-post-test) was used among first-year nursing students (<i>N</i> = 66) (control group = 33, hip model and experimental group = 33, VR simulation) of the summer semester of 2019-2020 in the Faculty of Nursing at Near East University in Cyprus. <b><i>Results:</i></b> There is a significant difference between both groups in performance psychomotor skills scores, and the mean was higher in the experimental group (<i>P</i> = 0.002) and a significantly longer period of time than in the control group (<i>P</i> < 0.05). <b><i>Conclusion:</i></b> Immersive VR simulation is a supplementary tool and useful teaching-learning strategy for training in nursing education alongside physical laboratory (hip-model and mannequin) and psychomotor skills requiring the ordering of skill steps in teaching, and it provides realistic experiences in a safe environment instead of the unavailability of actual customers in clinical settings.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"110-118"},"PeriodicalIF":2.2,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142005563","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}
Hasan Sepehri Bonab, Soghra Ebrahimi Sani, Behzad Behzadnia
{"title":"The Impact of Virtual Reality Intervention on Emotion Regulation and Executive Functions in Autistic Children.","authors":"Hasan Sepehri Bonab, Soghra Ebrahimi Sani, Behzad Behzadnia","doi":"10.1089/g4h.2023.0240","DOIUrl":"10.1089/g4h.2023.0240","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Autistic children may encounter difficulties in managing emotions and executive functions (EFs), which can contribute to mental and health challenges. Recognizing physical activities as a potential strategy for enhancing emotion regulation (ER), this study aims to investigate the efficacy of a virtual reality (VR)-based physical exercise program in improving ER and EFs among children with autism spectrum disorder (ASD). <b><i>Materials and Methods:</i></b> Forty boys diagnosed with ASD, aged 7 to 10 years, were randomly assigned to two groups: a VR intervention group (<i>n</i> = 20) and a control group (<i>n</i> = 20). The intervention group participated in a VR program, while the control group solely concentrated on engaging in sedentary and inactive video gaming. EFs were evaluated through the utilization of both the flanker task and the Wisconsin card sorting task, both administered initially at baseline and subsequently after an 8-week interval. In addition, the parents of the children completed the Emotion Regulation Checklist to evaluate their ER skills. <b><i>Results:</i></b> According to the results, a significant difference was observed between the two groups in terms of EFs and the ability to regulate emotion (<i>P</i> < 0.05). The intervention group demonstrated a notable improvement in ER skills and exhibited superior executive functioning abilities compared with the control group. <b><i>Conclusion:</i></b> It appears that VR exercises can serve as a preliminary trial to enhance EFs and ER in children with autism. In addition, they may prove effective as complementary interventions to traditional educational strategies in preventing future challenges associated with ASD.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"146-158"},"PeriodicalIF":2.2,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141898641","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}
Emily M He, Faaizah Arshad, Brian S-K Li, Ryan Brinda, Avani Ganesan, Lijin Zhang, Sammy Fehr, Meghana Renavikar, Samuel T Rodriguez, Ellen Wang, Oswaldo Rosales, Thomas J Caruso
{"title":"Awe Inducing Elements in Virtual Reality Applications: A Prospective Study of Hospitalized Children and Caregivers.","authors":"Emily M He, Faaizah Arshad, Brian S-K Li, Ryan Brinda, Avani Ganesan, Lijin Zhang, Sammy Fehr, Meghana Renavikar, Samuel T Rodriguez, Ellen Wang, Oswaldo Rosales, Thomas J Caruso","doi":"10.1089/g4h.2024.0050","DOIUrl":"10.1089/g4h.2024.0050","url":null,"abstract":"<p><p><b><i>Background:</i></b> Hospitalized pediatric patients and their caregivers often experience anxiety and fear, resulting in withdrawal and aggression. Despite virtual reality (VR) being a safe and effective anxiolytic, it is unknown what software design aspects contribute to its effectiveness. This prospective observational study evaluated which VR application elements increased awe, which is correlated with improved behavior and satisfaction. <b><i>Methods:</i></b> Patients aged 6 to 25 years and their caregivers at an academic pediatric hospital interacted with a custom VR application that compared design aspects, including environment, graphics fidelity, and presence of a motivational character. Outcomes investigated self-reported awe, vastness, accommodation, and engagement. Data were analyzed using repeated measure ANOVA tests and correlation analyses. <b><i>Results:</i></b> A total of 202 participants were enrolled, and 179 (88 pediatric patients, 91 adult caregivers) were included in the final analysis. A fictional environment was more effective at increasing awe in pediatric patients (<i>P</i> = 0.030) compared with a realistic environment. However, increased graphics fidelity was more effective at increasing awe in caregiver adults (<i>P</i> = 0.023) compared with low resolution graphics. Presence of a motivational character did not influence awe in either patients or caregivers (<i>P</i> = 0.432, <i>P</i> = 0.904, respectively). All measures of awe were positively correlated with application engagement (<i>P</i> < 0.005). <b><i>Conclusion:</i></b> In conclusion, when software developers design VR software for pediatric patients and their caregivers, fictional settings and increased graphic fidelity should be considered for pediatric patients and adults, respectively. Future studies will explore other VR elements in gameplay settings.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"159-166"},"PeriodicalIF":2.2,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141898594","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}
{"title":"The Association of Conventional Therapy Associated with Somatosensory Interactive Game Enhances the Effects of Early Pulmonary Rehabilitation for Patients with Acute Exacerbation of Chronic Obstructive Pulmonary Disease: A Randomized Controlled Trial.","authors":"Xiaoliang Jin, Mengni Jin, Beilei Zhang, Mei'e Niu, Yanxia Han, Jiale Qian","doi":"10.1089/g4h.2023.0095","DOIUrl":"10.1089/g4h.2023.0095","url":null,"abstract":"<p><p><b><i>Objective:</i></b> This study aimed to evaluate the effect of somatosensory interactive games in combination with pulmonary rehabilitation programs (PRPs) on exercise tolerance, balance function, pulmonary function, inflammatory markers, and healthcare utilization in individuals with acute exacerbation of chronic obstructive pulmonary disease over 12 months. <b><i>Design:</i></b> In a randomized controlled trial, 80 patients were divided into two groups. The control group participated in a lasted 30 minutes daily program composed of postural training for 10 minutes, limb movement for 10 minutes, and breathing exercises for 10 minutes based on regular oxygen therapy and medication. The experimental group received a once-daily, 20-minute somatosensory interactive game session based on the control group. Patients began treatment within 48 hours after admission and lasted for 6 weeks. <b><i>Results:</i></b> The time × group interactions on 6-minute walk distance (6MWD) and Brief Balance Evaluation Systems Test (Brief-BESTest) between the two groups were significant (<i>P</i> < 0.001). At the postintervention and each time point of follow-up, the 6-minute walk distance (6MWD) and Brief-BESTest of the intervention group were significantly higher than those of the control group (<i>P</i> < 0.05). The effects of time factor on forced expiratory volume in one second and forced vital capacity were statistically significant (<i>P</i> < 0.05). The 6MWD and Brief-BESTest of the intervention group peaked 3 months after the intervention and were higher than the control group within 12 months. C-reactive protein and procalcitonin were similar between the groups before and after intervention (<i>P</i> > 0.05). The readmission rates and mean length of time spent in the hospital were comparable between the groups at 12 months (<i>P</i> > 0.05). <b><i>Conclusions:</i></b> The addition of somatosensory interactive games based on a PRP was safe and feasible, and this benefit persisted for 12 months, peaked at 3 months after the intervention, and then gradually decreased.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"127-135"},"PeriodicalIF":2.2,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142113404","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}
Hina Faisal, Wesley Lim, Antara Dattagupta, Peter Lin, Rohan Gupta, Eugene C Lai, Jiaqiong Xu, Stephen T Wong, Faisal N Masud
{"title":"Usability and Tolerability of Virtual Reality-Based Cognitive Stimulation in Healthy Elderly Volunteers-A Feasibility Clinical Trial.","authors":"Hina Faisal, Wesley Lim, Antara Dattagupta, Peter Lin, Rohan Gupta, Eugene C Lai, Jiaqiong Xu, Stephen T Wong, Faisal N Masud","doi":"10.1089/g4h.2024.0039","DOIUrl":"10.1089/g4h.2024.0039","url":null,"abstract":"<p><p><b><i>Background:</i></b> The aim of the current pilot study was to evaluate the usability, acceptability, and tolerability of virtual reality (VR)-based cognitive stimulation exercises (CSEs) in healthy young versus old populations before health care integration. A secondary aim was to assess the accuracy of VR games as a proxy for cognitive stimulation, specifically for attention. VR-based CSEs promise to improve attention and brain function through varied learning systems. <b><i>Methods:</i></b> This is a Phase 1 feasibility clinical trial at a single center. It involves 30 healthy volunteers randomly selected using the American Society of Anesthesiologists (ASA) physical status classification system. Participants fall into ASA 1 (age >18-35 years, <i>n</i> = 15) or ASA 2 (age >60 years, <i>n</i> = 15) categories. All participants tested the ReCognitionVR-based CSEs. Feasibility criterion: Participants in each group were monitored for completion of 20 minutes of VR-based CSEs. Acceptability criterion: Proportion of participants with system usability scale (SUS) >35 or SUS score of 87.5. Safety (tolerability) monitoring: Sessions were monitored for neurological, cardiovascular, or pulmonary adverse events (AEs). Safety criterion: No more than 10% of sessions stopped due to neurological, cardiovascular, or pulmonary AEs. <b><i>Results:</i></b> The primary outcome (feasibility) of ReCognitionVR-based CSEs was 100%. For the secondary outcome (acceptability), there was no group difference in SUS scores (ASA 1 = 88.17 ± 12.83 vs. ASA 2 = 88.39 ± 10.22, <i>P</i> = 0.81). For the tertiary outcome (safety), mild transient uneasiness was reported by two (13.4%) ASA 1 participants (resolved in 2 minutes), and one (6.67%) ASA 1 participant experienced a temporary >20% increase in blood pressure from baseline. No ASA 2 participants had AEs. <b><i>Conclusion:</i></b> The feasibility, acceptability, and safety of ReCognitionVR-based CSEs in healthy elderly volunteers are acceptable, indicating that the evaluation of the ReCognitionVR-based CSEs in hospitalized patients is reasonable.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"136-145"},"PeriodicalIF":2.2,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141898642","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}