Alexandra Lukey, Martha Mackay, Khalad Hasan, Kathy L Rush
{"title":"A Pre-Post, Mixed-Methods Study to Pilot Test a Gamified Heart Failure Self-Care Education Intervention.","authors":"Alexandra Lukey, Martha Mackay, Khalad Hasan, Kathy L Rush","doi":"10.1089/g4h.2022.0132","DOIUrl":"10.1089/g4h.2022.0132","url":null,"abstract":"<p><p><b><i>Objective</i>:</b> Self-care is essential to improving heart failure patient outcomes. However, the knowledge and behaviours necessary for self-care decision making, such as symptom perception and management, are complex and require patient education. The objective of this study was to test the feasibility, acceptability, and potential effectiveness of a web-based, gamified heart failure patient education solution, Heart Self-Care Patient Education (HeartSCaPE), that used narrative and virtual reward gamification techniques. <b><i>Materials and Methods:</i></b> This mixed-methods study used a pre-post-test design with an embedded explanatory qualitative phase. Patients completed the Self-Care of Heart Failure Index, that measured self-care behaviour change and the Dutch Heart Failure Knowledge Scale, used to measure heart failure knowledge. Usability measures of HeartSCaPE were tracked using Google Analytics and the System Usability Scale. <b><i>Results:</i></b> Nineteen patients completed the study, with a subset of six participating in semi-structured interviews. We found increases in HF knowledge despite high baseline knowledge scores. Post-intervention self-reported HF self-care behaviours (<i>maintenance, management and confidence</i>), as measured by the Self-Care of Heart Failure Index, were also improved. Knowledge and self-care scores were not correlated. Participants also scored HeartSCaPE as highly usable. In interviews, participants described valuing the opportunity to practice self-care decision-making. There were mixed opinions regarding the use of virtual rewards. <b><i>Conclusion:</i></b> We found that a gamified web-based solution that uses narrative and reward-based gamification techniques has the potential to improve HF patient knowledge and self-care. Further research is needed to confirm the study's clinical benefits and address technology literacy inequities.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"385-396"},"PeriodicalIF":3.5,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10359382","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}
Alexandre Monte Campelo, Alanna Weisberg, Dwayne P Sheehan, Kathryn Schneider, Victor R A Cossich, Larry Katz
{"title":"Physical and Affective Physical Literacy Domains Improved After a Six-Week Exergame Exercise Program in Older Adults: A Randomized Controlled Clinical Trial.","authors":"Alexandre Monte Campelo, Alanna Weisberg, Dwayne P Sheehan, Kathryn Schneider, Victor R A Cossich, Larry Katz","doi":"10.1089/g4h.2022.0212","DOIUrl":"10.1089/g4h.2022.0212","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> We investigated the effects of an exergames-based exercise program for older adults, and its benefits on their physical literacy (PL) domains, such as physical (mobility skills), affective (motivation and confidence), cognitive (knowledge about physical activity [PA]), and behavioral (daily exertion) when compared with a conventional exercise program and no training (NT) (control). <b><i>Material and Methods:</i></b> Forty older adults (mean age 72 years) volunteered and were randomized within three groups-exergame training (ET; <i>n</i> = 15), conventional training (CT; <i>n</i> = 14), and NT (<i>n</i> = 11). ET group performed training sessions based on a commercially available exergame console, while the CT group enrolled in a convention exercise program (aerobic, strength, balance, and flexibility exercises). The training program was conducted three times a week for 6 weeks. The Timed Up and Go Test (TUG), Exercise Confidence Survey (ECS), Motives for Physical Activity Measure-Revised (MPAM-R), Knowledge and Understanding Questionnaire (K&UQ), and total PA tracking (using wearable technology) were used as the study's outcomes. Outcome variables were measured at preintervention (week 0), postintervention (week 6), and at the time of final follow-up (week 9). <b><i>Results:</i></b> We observed a reduction in the ET TUG time at postintervention and follow-up. Also, a significant main effect for group and moment of measurement was observed for the Fitness-Health subscore, derived from MPAM-R. The values demonstrated by ET and CT were statistically different (<i>P</i> = 0.01) and a within-group comparison revealed significant differences in the ET from preintervention to both postintervention and follow-up (both, <i>P</i> = 0.01). We did not observe any other significant difference. <b><i>Conclusion:</i></b> Our results suggest that a 6-week exergame-based training program may have the potential in improving the physical and affective domains of PL in community-dwelling older adults. The topics related to fitness and health seem to be of interest in this population and programs can make use of them to improve the PL domains.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"366-376"},"PeriodicalIF":3.5,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9626064","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}
Ricardo da Silva Alves, Jovana Maria de Carvalho, Juliana Bassalobre Carvalho Borges, Denismar Alves Nogueira, Denise Hollanda Iunes, Leonardo Cesar Carvalho
{"title":"Effect of Exergaming on Quality of Life, Fatigue, and Strength and Endurance Muscle in Cancer Patients: A Randomized Crossover Trial.","authors":"Ricardo da Silva Alves, Jovana Maria de Carvalho, Juliana Bassalobre Carvalho Borges, Denismar Alves Nogueira, Denise Hollanda Iunes, Leonardo Cesar Carvalho","doi":"10.1089/g4h.2022.0161","DOIUrl":"10.1089/g4h.2022.0161","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To analyze the influence of exergaming (EXE) quality of life, cancer-related fatigue (CRF), electromyography, and strength and endurance muscle in a randomized crossover trial. <b><i>Methods:</i></b> We conducted a single-blinded, randomized, and crossover trial, which included 38 cancer volunteers undergoing chemotherapy (Age = 60.07 ± 12.10 years; body mass index = 26.79 ± 5.33 kg/m<sup>2</sup>). All volunteers were randomized into two intervention moments: EXE and without intervention (WI) and after 1-month washout period of crossing of the evaluated moments. The intervention was performed on an EXE protocol using Xbox 360 Kinect<sup>®</sup>, with the game \"Your Shape Fitness Evolved 2012\" two to three times per week for 20 sessions. All volunteers were assessed the CRF and quality-of-life levels through the Functional Assessment of Chronic Illness Therapy-Fatigue (FACIT-F) questionnaire, the median frequency (MDF) by surface electromyography, maximal voluntary isometric contraction (MVIC), and the muscle endurance time at 80% MVIC of the dorsiflexors and plantar flexors using dynamometer. <b><i>Results:</i></b> In the comparison between EXE and WI moments, were observed increase in the scores for quality of life (<i>P</i> < 0.001), subscale fatigue (<i>P</i> < 0.001), in the MDF values of right lateral gastrocnemius muscles: <i>P</i> = 0.017, muscle endurance time (left dorsiflexion [LDF]: <i>P</i> < 0.001; right dorsiflexion [RDF]: <i>P</i> < 0.001; left plantar flexion [LPF]: <i>P</i> < 0.001; RPF: <i>P</i> = 0.039), and muscle strength (LDF: <i>P</i> < 0.001; RDF: <i>P</i> < 0.001; LPF: <i>P</i> = 0.002). <b><i>Conclusion:</i></b> The crossover study, the EXE protocol promoted improvement in cancer-related fatigue (CRF) and quality of life, increased MVIC, endurance time, and MDF values of the dorsiflexor and plantar flexor muscles of cancer volunteers undergoing chemotherapy.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"358-365"},"PeriodicalIF":2.2,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10541921/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9432266","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jeong Soo Kim, Soo Young Kim, Sun Mi Kim, Hee Jin Kim, Doug Hyun Han
{"title":"Digital Game-Based Korean Language Learning for Russian Immigrant Children.","authors":"Jeong Soo Kim, Soo Young Kim, Sun Mi Kim, Hee Jin Kim, Doug Hyun Han","doi":"10.1089/g4h.2022.0031","DOIUrl":"https://doi.org/10.1089/g4h.2022.0031","url":null,"abstract":"<p><p><b><i>Objective:</i></b> With the elements of competition and reward, digital game-based learning is reportedly more effective than traditional instruction methods. Moreover, children with attention problems are reportedly often interested in internet games. We hypothesized that digital game-based learning can improve the effectiveness of educational opportunities in Russian immigrant children and could be more effective in children with attention-deficit/hyperactivity disorders (ADHD) compared with other children. <b><i>Materials and Methods:</i></b> This study was designed as an 8-week crossover study that comprised 4 weeks of game rounds and 4 weeks of control rounds for two groups. Wise-Ax™ is a casual digital game for vocabulary education among Russian immigrant children. To develop the game, 1200 Korean words were selected from the word pool suggested by the Korean Government's Department of Education. A total of 26 students participated in the study. At 4 and 8 weeks, all students took the Korean language ability tests. <b><i>Results:</i></b> The study found that more than 80% of the children were satisfied with their digital game-based Korean education, which greatly improved their Korean language ability compared with the traditional teaching methods. Children with ADHD showed a greater increase in the Korean ability test compared with children without ADHD in the game round. <b><i>Conclusion:</i></b> Wise-Ax could be an effective tool to help improve the Korean language ability of Russian immigrant children, especially those with ADHD.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"12 4","pages":"280-287"},"PeriodicalIF":3.5,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9832008","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}
Mohammad Gilani, Giti Torkaman, Fariba Bahrami, Noushin Bayat
{"title":"Virtual Reality Exergaming Capability to Change Muscle Strategy During the Limits of Stability Test and Reduce Fear of Falling in Primary Osteoporotic Women.","authors":"Mohammad Gilani, Giti Torkaman, Fariba Bahrami, Noushin Bayat","doi":"10.1089/g4h.2022.0172","DOIUrl":"https://doi.org/10.1089/g4h.2022.0172","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Muscle strength and balance impairment change the control strategy and increase the probability of falling. This study aimed to investigate the effect of 6-week strength-balance training through virtual reality exergaming (VRE) on muscle strategy during the limits of stability (LOS) test, fear of falling, and quality of life (QOL) in osteoporotic women. <b><i>Materials and Methods</i></b><i>:</i> Twenty volunteer postmenopausal women with osteoporosis were randomly allocated to the VRE (<i>n</i> = 10) and traditional training (TRT as control, <i>n</i> = 10) groups. The VRE and TRT strength-balance training was performed for 6 weeks and three sessions per week. Before and after exercise, the muscle activity (onset time, peak root means square [PRMS]) and hip/ankle activity ratio were assessed by the wireless electromyography system. The muscle activities of the dominant leg were recorded during LOS functional test. The fall efficacy scale and QOL were assessed. Paired <i>t</i>-test was used to compare results within groups, and an independent <i>t</i>-test was used to compare the percentage changes in parameters between the two groups. <b><i>Results:</i></b> The VRE improved the onset time and PRMS. The VRE significantly reduced the hip/ankle activity ratio in the LOS test's forward, backward, and right directions (<i>P</i> < 0.05). No significant change was seen in all directions of the LOS functional test in the TRT group (<i>P</i> > 0.05). VRE reduced the fall efficacy scale (<i>P</i> = 0.042). Both VRT and TRT improved the total QOL score (<i>P</i> = 0.010). <b><i>Conclusion:</i></b> VRE was more effective in decreasing the onset time and hip/ankle ratio of muscle activation. The VRE is recommended to induce a better ability to reduce the fear of falling and control balance during functional activity in osteoporotic women. Clinical Trial Registration number: IRCT20101017004952N9.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"12 4","pages":"310-322"},"PeriodicalIF":3.5,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10217942","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}
Steffan Wittrup McPhee Christensen, Heidi Almsborg M, Thomas Søgaard Vain M, Henrik Bjarke Vaegter
{"title":"The Effect of Virtual Reality on Cold Pain Sensitivity in Patients with Fibromyalgia and Pain-Free Individuals: A Randomized Crossover Study.","authors":"Steffan Wittrup McPhee Christensen, Heidi Almsborg M, Thomas Søgaard Vain M, Henrik Bjarke Vaegter","doi":"10.1089/g4h.2022.0138","DOIUrl":"https://doi.org/10.1089/g4h.2022.0138","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Fibromyalgia is a complex pain syndrome with high personal and societal costs, with only few effective tools for treatment. Virtual reality (VR) may be an efficient pain management tool although the effectiveness in fibromyalgia patients is unclear. <b><i>Objective:</i></b> This randomized crossover study set out to 1) investigate the effect of VR on cold pain threshold, -tolerance, and -intensity in fibromyalgia patients and in pain-free individuals and 2) explore the potential relationships between the effect of VR and pain catastrophizing. <b><i>Materials and Methods:</i></b> Twenty-two female fibromyalgia patients and 22 sex- and age-matched pain-free individuals participated in two conditions (one with VR and one without VR) with foot immersion in 1°C-2°C cold water. The order of conditions was randomized and counterbalanced for each group. Conditions were separated by 20 minutes. Cold pain threshold, -tolerance, and -intensity were assessed during the conditions. Pain catastrophizing was assessed using the Pain Catastrophizing Scale. <b><i>Results:</i></b> VR induced moderate to large increases in cold pain threshold and pain tolerance compared with the control condition for both the fibromyalgia group and pain-free individuals (<i>P</i> < 0.03). Pain intensity was reduced after VR only in pain-free individuals (<i>P</i> < 0.003). Pain catastrophizing was not related to VR effect on pain threshold, -tolerance, or -intensity for any group. <b><i>Conclusion:</i></b> VR had a significant effect on pain threshold and tolerance in fibromyalgia patients and pain-free individuals, which supports its ability to distract from pain. Future studies exploring the VR's potential as part of clinical pain management alone or in combination with other treatments are warranted. ClinicalTrials.gov (NCT04294914).</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"12 4","pages":"295-301"},"PeriodicalIF":3.5,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10198412","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}
Richard J Adams, Christopher D Lunsford, Richard D Stevenson, Allison L Ellington, Matthew D Lichter, James T Patrie
{"title":"Concurrent Validity of Measures of Upper Extremity Function Derived from Videogame-Based Motion Capture for Children with Hemiplegia.","authors":"Richard J Adams, Christopher D Lunsford, Richard D Stevenson, Allison L Ellington, Matthew D Lichter, James T Patrie","doi":"10.1089/g4h.2022.0160","DOIUrl":"10.1089/g4h.2022.0160","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Pediatric hemiplegia is associated with wide-ranging deficits in arm and hand motor function, neg-atively impacting participation in daily occupations and quality of life. This study investigated whether performance measures generated during therapy videogame play by children with hemiplegia can be valid indicators of upper extremity motor function. <b><i>Materials and Methods:</i></b> Ten children with hemiplegia used a custom therapy game system alternatively using their affected and non-affected hand to provide motion capture data that spans a wide range of motor function status. The children also completed a series of standardized outcome measure assessments with each hand, including the Quality of Upper Extremity Skills Test, the Jebsen Taylor Hand Function Test, and the Wolf Motor Function Test. <b><i>Results:</i></b> Statistical analysis using the nonparametric Spearman rank correlation revealed high and significant correlation between videogame-derived motion capture measures, characterizing the speed and smoothness of movements, and the standardized outcome measure assessments. <b><i>Conclusion:</i></b> The results suggest that a low-cost motion capture system can be used to monitor a child's motor function status and progress during a therapy program.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"12 4","pages":"323-329"},"PeriodicalIF":2.2,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10357104/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10206143","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Feasibility and Acceptability of a Home-Based Sensory Perception Training Game for Patients with Fibromyalgia: A Pilot Study.","authors":"Christophe Demoulin, Cerise Labory, Cloé Marcon, Joséphine Rialet Micoulau, Nadia Dardenne, Marc Vanderthommen, Jean-François Kaux","doi":"10.1089/g4h.2022.0079","DOIUrl":"https://doi.org/10.1089/g4h.2022.0079","url":null,"abstract":"<p><p><b><i>Objective:</i></b> The primary aim of this pilot study was to test the feasibility and acceptability of a prototype of a novel digital system enabling somatosensory training at home by means of a gamified mobile application in patients with chronic pain. The secondary aims were to test the effect size of the intervention on clinical outcomes to power a subsequent randomized controlled trial. <b><i>Materials and Methods:</i></b> We conducted a pilot randomized controlled trial in patients with fibromyalgia. This was an 8-week crossover study, which included a 4-week somatosensory training phase (daily use with the novel digital system) and a 4-week control phase (no use of this new system) in a random order. Feasibility was tested by objectively measuring the adherence and retention rates. Acceptability and changes in pain and disability were measured through data from subjective questionnaires. <b><i>Results:</i></b> Thirty-five patients completed the study. The satisfaction questionnaire indicated high training enjoyment, ease of use for daily training and interest to continue to use the intervention after the study. The adherence (93%) and retention (94%) rates were high. The effect sizes were moderate for pain intensity (0.57). <b><i>Conclusion:</i></b> The novel gamified technology for remotely delivered somatosensory training is feasible in a group of patients with fibromyalgia, and results in high engagement, satisfaction, and adherence. A subsequent clinical trial with the final version of the technology platform, including a longer training with more sensory training tasks and a bigger sample size is necessary.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"12 4","pages":"288-294"},"PeriodicalIF":3.5,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9840191","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":"Rosalind Franklin Society Proudly Announces the 2022 Award Recipient for <i>Games for Health Journal</i>.","authors":"Afra Çalık","doi":"10.1089/g4h.2023.29180.rfs2022","DOIUrl":"https://doi.org/10.1089/g4h.2023.29180.rfs2022","url":null,"abstract":"","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"12 4","pages":"ii"},"PeriodicalIF":3.5,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9834620","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":"Therapeutic Interventions with Videogames in Treatments for Depression: A Systematic Review.","authors":"Rebeca Gliosci, Tiago Barros Pontes E Silva","doi":"10.1089/g4h.2022.0094","DOIUrl":"https://doi.org/10.1089/g4h.2022.0094","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Particularly in the last 2 years, due to the new coronavirus pandemic, people with depression have increasingly sought human connection and relief from depressive symptoms through playing in the world of videogames, and a small yet growing portion of researchers have been investigating the therapeutic potential of that kind of interaction. <b><i>Objective:</i></b> The objective of this review was to provide an exploration of the current panorama of scientific research with videogames used as therapeutic intervention tools for depression. <b><i>Method:</i></b> A systematic review was performed for that purpose, with a semantic field of 12 keywords around the terms \"depression,\" \"mental health,\" and \"video games\" narrowed down into a concise syntax-(games OR serious games) AND (depression) AND (treatment)-applied to relevant databases for health research; followed by the execution of a search and screening protocol based on one guiding question; and analysis of results based on four elaborative questions. <b><i>Results:</i></b> Twenty-six studies met the inclusion criteria and provided a set of both quantitative and qualitative data about demographics, kinds of therapeutic interventions, types of videogames used in the interventions, places, and forms of interaction. <b><i>Conclusion:</i></b> Important gaps were found in the review, such as a lack of research aimed at the age group most affected by the disorder, who is also the largest consumer of games; and fresh opportunities to expand the understanding of the subject as well as guide developments of game-based therapeutic interventions.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"12 4","pages":"269-279"},"PeriodicalIF":3.5,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9895807","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}