Błażej Cieślik, Adam Wrzeciono, Justyna Mazurek, Sara Federico, Joanna Szczepańska-Gieracha, Pawel Kiper
{"title":"Balance Board or Motion Capture? A Meta-Analysis Exploring the Effectiveness of Commercially Available Virtual Reality Exergaming in Enhancing Balance and Functional Mobility Among the Elderly.","authors":"Błażej Cieślik, Adam Wrzeciono, Justyna Mazurek, Sara Federico, Joanna Szczepańska-Gieracha, Pawel Kiper","doi":"10.1089/g4h.2023.0109","DOIUrl":"10.1089/g4h.2023.0109","url":null,"abstract":"<p><p>Force platforms and motion capture are commonly used as feedback mechanisms in exergaming; nevertheless, their therapeutic effectiveness may vary. Therefore, the primary objective of this study was to evaluate the effectiveness of commercially available virtual reality (VR) exergaming systems on balance and functional mobility, with a supplementary analysis considering the administered dose of exergaming. The search was conducted in five databases. Commercially available exergaming platforms were classified into two categories: VR exergaming with a balance board (including Wii Balance Board) and motion capture (including Xbox Kinect). Two categories of control interventions (treatment as usual [TAU] and no treatment [NT]) were extracted. The meta-analysis was performed separately for static, dynamic, and proactive balance outcomes and for the aggregated results of all included outcomes with subgroup analysis of lower, moderate, and higher doses. In total, 28 studies with 1457 participants were included. Both exergaming systems were particularly effective in improving the single leg stance outcome. VR exergaming with motion capture was found to be more effective than TAU with a standardized mean difference (SMD) of 0.48 (<i>P</i> = 0.006) and NT (SMD = 0.86; <i>P</i> = 0.02). In conclusion, commercially available VR exergaming with a motion capture feedback mechanism has demonstrated effectiveness as an intervention for balance training when compared with NT. Specifically, high doses (above 134 minutes per week) appear to be more beneficial for healthy older adults. Moreover, the findings provide some weak evidence supporting the effectiveness of VR exergaming with a balance board for improving functional mobility, particularly when compared with NT.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"407-418"},"PeriodicalIF":2.2,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141879581","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 Impact of Computer Games on the Social Skills of Elementary School Students: A Comprehensive Analysis.","authors":"Mahboubeh Alborzi, Mahsa Torabi","doi":"10.1089/g4h.2024.0048","DOIUrl":"10.1089/g4h.2024.0048","url":null,"abstract":"<p><p><b><i>Objective:</i></b> The present study aimed to explore the influence of digital games on the social skills of male students in elementary schools, focusing on the impact of different games on various social behaviors. <b><i>Methods:</i></b> The study employed a causal-comparative design, utilising cluster random sampling to select participants. The sample consisted of 192 male students in the fourth through sixth grades, divided into players and nonplayers. Data were collected using the Social Support Scale Matson (1983) and a researcher-made questionnaire for computer games. The validity and reliability of the instruments were established through Cronbach's alpha coefficient, item correlation with dimensions, and correlation of dimensions with the total score and content validity. <b><i>Results:</i></b> The results indicated significant differences between player and nonplayer students in nonsocial behaviors, seeking superiority, and relationships with peers. Aggression and seeking superiority were higher in fifth-grade students than fourth- and sixth-grade students. Fifth- and sixth-grade students scored higher than fourth graders in these areas. The study found that Clash of Clans promoted appropriate social behaviors and peer relationships, while Fortnite had a significant positive effect on peer relationships. Mortal Kombat had a negative and significant effect on aggression and nonsocial behaviors compared to other games. Regression analysis revealed that playing time and type of play were significant predictors of social skills, with playing time being a more effective predictor than the type of play. <i><b>Conclusion:</b></i> The study concluded that digital games can significantly influence the social skills of male students in elementary schools. Specifically, Clash of Clans and Fortnite were found to have positive effects on social behaviors and peer relationships, while Mortal Kombat had negative effects. The findings suggest that the time spent playing games is a more critical factor in predicting social skills than the type of game played.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"477-485"},"PeriodicalIF":2.2,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141903200","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":"Effectiveness of Escape Room in Medical Education: A Systematic Review and Meta-Analysis.","authors":"Yuxuan He, Xiaomei Chen, Huijuan Ma, Rongrong Zhao, Houxiu Zhou, Yanni Yang","doi":"10.1089/g4h.2023.0070","DOIUrl":"10.1089/g4h.2023.0070","url":null,"abstract":"<p><p>The primary goal of this meta-analysis is to explore the five factors of knowledge, teamwork, learning satisfaction, anxiety, and interprofessional ability to determine the value of escape rooms in medical education. Up to January 2023, we searched ScienceDirect, Scopus, PubMed, Embase, Web of Science, CNKI, and the Cochrane Library for pertinent works in either English or Chinese. The Risk of Bias 2 (RoB 2) tool and Newcastle-Ottawa Scale (NOS) were used to assess the quality of studies. Subgroup and sensitivity analyses were used to assess statistical heterogeneity, and <i>I</i><sup>2</sup> was used to measure it. Overall, escape rooms had a more significant positive effect than traditional learning on knowledge (standardized mean difference [SMD]: 0.84; 95% confidence interval [CI]: 0.36-1.33), teamwork (SMD: 4.91; 95% CI: 4.58-5.24), learning satisfaction (MD: 0.36; 95% CI: 0.08-0.64), and interprofessional ability (SMD: 1.04, 95% CI: 0.81-1.27). Moreover, the impact of escape rooms on anxiety also had significant effects (SMD: -8.23, 95% CI: -11.64 to -4.82). Escape rooms affect medical students' knowledge, teamwork, learning satisfaction, interprofessional ability, and anxiety. The findings of this study can be used as evidence that escape rooms is a more effective method than traditional teaching for improving active learning.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"419-427"},"PeriodicalIF":2.2,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141879583","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}
Gianni Cutillo, Valeria Brazzoduro, Giorgio Bedogni, Caterina Colombo, Stefania Zambrano, Samantha Rossi, Gian Vincenzo Zuccotti, Irene Daniele, Gianluca Lista, Barbara Scelsa
{"title":"Executive Functions Rehabilitation in Premature Children Using an Adaptive Motion-Interaction Videogame Platform: A Randomized Controlled Trial.","authors":"Gianni Cutillo, Valeria Brazzoduro, Giorgio Bedogni, Caterina Colombo, Stefania Zambrano, Samantha Rossi, Gian Vincenzo Zuccotti, Irene Daniele, Gianluca Lista, Barbara Scelsa","doi":"10.1089/g4h.2023.0078","DOIUrl":"10.1089/g4h.2023.0078","url":null,"abstract":"<p><p><b><i>Background:</i></b> Premature children are at increased risk of executive functions (EF) deficits and these difficulties persist into adolescence and adulthood, potentially undermining their development and academic achievements. The aim of the present randomized controlled trial (RCT) is to evaluate the efficacy of the Intendu trainer, an adaptive virtual reality platform, at ameliorating EF in preterm children. <b><i>Methods:</i></b> A single-center, RCT was conducted. The intervention group was exposed to game session with the Intendu software in addition to the standard of care in use in our center. The main outcome was the proportion of children with a 10-point increase in the processing speed quotient as measured by WPPSI-III after 4 weeks from the baseline assessment. <b><i>Results:</i></b> Forty-seven children born before 36 + 5 weeks were randomized to the experimental (<i>n</i> = 24) or control arm (<i>n</i> = 23). Five children were lost to follow-up. Thirteen of 23 children (56%) reached the main outcome in the experimental group and 5 of 19 (26%) in the control group (<i>P</i> = 0.049, per-protocol analysis) with an absolute benefit increase (ABI) of 30% reconfirmed by the intention-to-treat analysis (<i>P</i> = 0.022, ABI of 32%). <b><i>Conclusion:</i></b> Intendu brain-trainer showed promising short-term results on EF in pre-term children, however, larger studies with longer periods of follow-up are warranted to better investigate the role of this or similar technology in promoting better EF in preterm children.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"346-353"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140872923","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":"Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach.","authors":"Kun-Lin Wu, Yu-Han Wang, Yung-Chun Hsu, Yen-Che Shu, Chung-Hua Chu, Chun-An Lin","doi":"10.1089/g4h.2023.0097","DOIUrl":"10.1089/g4h.2023.0097","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Although some serious games have been developed for physical therapy, little work has been conducted through a participatory design approach. Therefore, a game prototype was developed, which involved related stakeholders in the design process. <b><i>Materials and Methods:</i></b> The iterative participatory design process was adopted with the input of 18 patients with frozen shoulder symptoms, 4 health professionals, 2 game designers, and 5 researchers in an iterative process to design, test, and evaluate the game prototype. In total, 17 patients participated in the interviews to explore their needs and desires for a serious game. The health professionals participated in the interviews to understand the medical requirement and experience pertaining to frozen shoulder and were included in the workshop to give feedback on the game prototype. At the conclusion of the iterative design process, a Kinect-based prototype game with three levels was used for a case study with one patient who was diagnosed with frozen shoulder and has been receiving medical treatment in the hospital. <b><i>Results:</i></b> Based on the outcomes derived from data collected among diverse stakeholders, the prototype game underwent iterative development by the team and was assessed by a participant with frozen shoulder symptoms. Findings revealed that the participant demonstrated enhanced shoulder mobility and a reduction in pain intensity, despite the lack of significant improvement for health-related quality of life. Nevertheless, the participant reported a positive experience with the prototype game. <b><i>Conclusion:</i></b> This study underscores the importance of involving diverse stakeholders in the development process to create more effective and user-centric serious games for rehabilitation. The participatory approach, exemplified by the prototype game, demonstrates potential improvements in both user experience and overall effectiveness during the rehabilitation process.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"335-345"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141459852","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}
Wang Mingxuan, Han Ting, Zhang Chenqi, Zhao Ningning, Chen Hao, Zheng Hongtao, Li Shuo, Ge Yang
{"title":"Using a Biofeedback-Based Mindfulness Practice System to Enhance Mindfulness and Alleviate Anxiety in College Students: A Randomized Controlled Trial.","authors":"Wang Mingxuan, Han Ting, Zhang Chenqi, Zhao Ningning, Chen Hao, Zheng Hongtao, Li Shuo, Ge Yang","doi":"10.1089/g4h.2024.0041","DOIUrl":"10.1089/g4h.2024.0041","url":null,"abstract":"<p><p><b><i>Objective:</i></b> College students experience intense anxiety, for which biofeedback mindfulness techniques show effectiveness in relief. However, typical biofeedback products often lead to user fatigue and boredom because of a single or fixed feedback and lack of focus on mindfulness enhancement. <b><i>Materials and Methods:</i></b> In this research, we developed Mindjourney, a VR-based respiratory feedback mindfulness system, designed to enhance mindfulness and alleviate anxiety through continuous/noncontinuous feedback and nonjudgmental reward/punishment for self-perception and attention management. A randomized controlled trial involved 72 college students, split equally into short-term (<i>n</i> = 34, age: 23.11 ± 1.729) and 4-week long-term (<i>n</i> = 38, age: 24.12 ± 1.408) groups, with equal randomization for intervention and control groups. Pre/postintervention tests were measured by using Trait Anxiety Inventory (TAI) and Five Facet Mindfulness Questionnaire (FFMQ) for long-term groups and Galvanic Skin Response and State Anxiety Inventory (SAI) for short-term groups. <b><i>Results:</i></b> Results showed that the long-term intervention group showed a significant increase in mindfulness (<i>P</i> = 0.001 for FFMQ total score). Furthermore, <i>observe</i> and <i>act with awareness</i> subscales showed significant increase after intervention (<i>P</i> = 0.034 for <i>observe</i>, <i>P</i> < 0.001 for <i>act with awareness</i>) compared with the control group. Both intervention groups demonstrated a significant decrease in anxiety levels compared with the control groups (<i>P</i> = 0.049 for SAI, <i>P</i> = 0.01 for TAI). Moreover, participants expressed high interest in this biofeedback mindfulness system and willingness for long-term usage. <b><i>Conclusion:</i></b> The proposed biofeedback mindfulness practice system could potentially facilitate mindfulness practice and serve as a convenient tool for anxiety relief in campus college students.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"379-388"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141162952","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 Impact of Gamified Auditory-Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages.","authors":"Yan Xiang, Zhen Zhang, Danni Chang, Lei Tu","doi":"10.1089/g4h.2023.0213","DOIUrl":"10.1089/g4h.2023.0213","url":null,"abstract":"<p><p><b><i>Background:</i></b> Auditory-verbal training is essential for children with hearing challenges, and the gamification approach has become a promising direction for improving the rehabilitation experience and effect. However, the specific influence of the gamified training approach on participants at different rehabilitation stages has not been empirically studied, especially in the practical training effect caused by gamified interventions and the varying influence on children with different rehabilitation status. <b><i>Objective:</i></b> This article is thus intended to investigate the following research questions: (1) do the training performances of children at advanced rehabilitation stage differ before and after using the gamified training system? (2) Do the training performances of children at intermediate rehabilitation stage differ before and after using the gamified training system? (3) Do children enjoy the gamified training approach? <b><i>Methods:</i></b> For the purpose, a digital gamified auditory-verbal training system was originally developed, and a series of user experiments were organized. The training performance of 31 hearing-challenged children was assessed, and interviews with six professional therapists were conducted. <b><i>Results:</i></b> It can be found that generally the gamified training approach can effectively facilitate the training experience and help with the basic auditory memory and expression capabilities. Moreover, it is feasible to be applied in practical training due to the high customization of digital training contents, multimodal interactive training means, and highly enjoyable training experience. <b><i>Conclusions:</i></b> Regarding the specific influence, the gamified way can better improve the basic auditory-verbal performance of children at the intermediate stage since the focus is more on the ease of learning and adaption to the training system. While for children at the advanced rehabilitation stage, the precise training and professional training contents are more in demand, it is not easy to achieve quick improvements. These findings and conclusions can provide insights for further explorations and applications of the gamification approach in children's auditory-verbal rehabilitation. This study was approved by the Institutional Review Board (IRB) of Shanghai Jiao Tong University with the approval number H2022213P.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"365-378"},"PeriodicalIF":2.8,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141162951","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}
Maartje D Stutvoet, Lisa Levelt, Micah M Hrehovcsik, Job Van't Veer, Valentijn T Visch, Wichor M Bramer, Manon H J Hillegers, Remco C Veltkamp, Sanne L Nijhof, Fernando Estévez-López
{"title":"Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review.","authors":"Maartje D Stutvoet, Lisa Levelt, Micah M Hrehovcsik, Job Van't Veer, Valentijn T Visch, Wichor M Bramer, Manon H J Hillegers, Remco C Veltkamp, Sanne L Nijhof, Fernando Estévez-López","doi":"10.1089/g4h.2023.0111","DOIUrl":"10.1089/g4h.2023.0111","url":null,"abstract":"<p><p>This systematic review primarily aims to provide a summary of the game mechanics implemented in eHealth tools supporting young people's self-management of their chronic diseases. This review secondarily investigates the rationale for implementing game mechanics and the effects of these tools. A systematic search was conducted in Embase, Medline, PsycINFO, and Web of Science, from inception until August 30, 2022. Studies were eligible if focus was on the utilization of gamification in eHealth self-management interventions for young people (age = 10-25 years) with chronic diseases. Primary quantitative, qualitative, and mixed-method studies written in English were included. We identified 34 eHealth tools, of which 20 (59%) were gamified tools and 14 (41%) were serious games. We found that 55 unique game mechanics were implemented. The most commonly used were <i>rewards</i> (50%), <i>score</i> (44%), <i>creative control</i> (41%), and <i>social interaction</i> (32%). In comparison with gamified tools, the number and diversity of game mechanics applied were higher in serious games. For most tools (85%), a general rationale was provided for utilizing gamification, which often was to promote engaging experiences. A rationale for using specific game mechanics was less commonly provided (only for 45% of the game mechanics). The limited availability of experimental research precludes to test the effectiveness of using gamification in eHealth to support self-management in young people with chronic diseases. In this study, we highlight the importance of reporting the rationale for utilizing specific game mechanics in eHealth tools to ensure a proper alignment with evidence-based practice and the need of conducting experimental research. PROSPERO: CRD42021293037.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"314-331"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141433100","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}
Sella A Provan, Sigbjørn Litleskare, Ole Einar Flaten, Henning Pettersen, Linda Røset, Giovanna Calogiuri
{"title":"Participatory Development of a Virtual Reality Exercise Program for People with Chronic Pain.","authors":"Sella A Provan, Sigbjørn Litleskare, Ole Einar Flaten, Henning Pettersen, Linda Røset, Giovanna Calogiuri","doi":"10.1089/g4h.2023.0229","DOIUrl":"10.1089/g4h.2023.0229","url":null,"abstract":"<p><p><b><i>Background:</i></b> By describing how a participatory process led to changes in the design of a study of a virtual reality (VR)-guided exercise and mindfulness intervention tailored to people with chronic musculoskeletal pain, this article makes the case for including end user at an early stage when planning research within this field. <b><i>Methods:</i></b> A multidisciplinary panel including end-user representatives, researcher, clinicians, and VR developers participated in a 1-day workshop to design a randomized study and a VR-guided intervention. <b><i>Results:</i></b> Through the participatory process, changes were made to the original study design with respect to experimental design, duration, content of VR interventions and mode of delivery. <b><i>Conclusion:</i></b> This case exemplifies the importance of including end-user participants in the early phases of planning VR interventions for people with chronic pain.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"332-334"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140337218","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}
Antonio Melillo, Sarah Rachedi, Giuseppe Caggianese, Luigi Gallo, Patrizia Maiorano, Francesca Gimigliano, Fabio Lucidi, Giuseppe De Pietro, Maurizio Guida, Antonio Giordano, Andrea Chirico
{"title":"Synchronization of a Virtual Reality Scenario to Uterine Contractions for Labor Pain Management: Development Study and Randomized Controlled Trial.","authors":"Antonio Melillo, Sarah Rachedi, Giuseppe Caggianese, Luigi Gallo, Patrizia Maiorano, Francesca Gimigliano, Fabio Lucidi, Giuseppe De Pietro, Maurizio Guida, Antonio Giordano, Andrea Chirico","doi":"10.1089/g4h.2023.0202","DOIUrl":"10.1089/g4h.2023.0202","url":null,"abstract":"<p><p><b><i>Background:</i></b> Labor is described as one of the most painful events women can experience through their lives, and labor pain shows unique features and rhythmic fluctuations. <b><i>Purpose:</i></b> The present study aims to evaluate virtual reality (VR) analgesic interventions for active labor with biofeedback-based VR technologies synchronized to uterine activity. <b><i>Materials and Methods:</i></b> We developed a VR system modeled on uterine contractions by connecting it to cardiotocographic equipment. We conducted a randomized controlled trial on a sample of 74 cases and 80 controls during active labor. <b><i>Results:</i></b> Results of the study showed a significant reduction of pain scores compared with both preintervention scores and to control group scores; a significant reduction of anxiety levels both compared with preintervention assessment and to control group and significant reduction in fear of labor experience compared with controls. <b><i>Conclusion:</i></b> VR may be considered as an effective nonpharmacological analgesic technique for the treatment of pain and anxiety and fear of childbirth experience during labor. The developed system could improve personalization of care, modulating the multisensory stimulation tailored to labor progression. Further studies are needed to compare the synchronized VR system to uterine activity and unsynchronized VR interventions.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"389-396"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141301863","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}