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Acute Affective Responses to Virtual Reality Exercise: A Crossover Randomized Clinical Trial. 虚拟现实运动的急性情绪反应:交叉随机临床试验。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2025-04-01 Epub Date: 2024-08-12 DOI: 10.1089/g4h.2024.0026
Julia Amaral Teixeira, Eduarda Bitencourt, Viviane Derhon, Brendon Stubbs, Felipe Barreto Schuch
{"title":"Acute Affective Responses to Virtual Reality Exercise: A Crossover Randomized Clinical Trial.","authors":"Julia Amaral Teixeira, Eduarda Bitencourt, Viviane Derhon, Brendon Stubbs, Felipe Barreto Schuch","doi":"10.1089/g4h.2024.0026","DOIUrl":"10.1089/g4h.2024.0026","url":null,"abstract":"<p><p>Virtual reality (VR) exercise aims to offer positive affective and sensory experiences through an immersive experience rich in audiovisual stimuli. Notwithstanding, there is a paucity of large sample size studies comparing the acute effects of VR exercise compared with a matched exercise performed in a non-VR environment. The study compared the acute effects of a VR exercise session versus a matched non-VR exercise session in effect, pleasure, enjoyment, perceived exertion, and heart rate. This is a crossover randomized clinical trial. The time, difficulty, and exercise type of the non-VR exercise were matched to VR exercise. Before and immediately after each session, participants responded to the Borg's Perceived Exertion Scale, the Feeling Scale and the Felt Arousal Scale, and the Physical Activity Enjoyment Scale. The analyses were conducted with Generalized Linear Models, Wilcoxon's, and T-test for paired samples. A total of 83 adults (40 females) aged 35.46 years were included in the study. Participants in the VR condition had a greater increase in affect (mean change difference = 0.95, 95% confidence interval [CI] = 0.83-1.06, <i>P</i> < 0.001), arousal (mean change difference = 0.37, 95% CI = 0.23-9.50, <i>P</i> < 0.001). The pleasure and enjoyment median after the VR session were higher. In conclusion, the immersive VR exercise was more strenuous, but resulted in a better affective response, greater pleasure, and enjoyment.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"103-109"},"PeriodicalIF":2.2,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141972064","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 Virtual Reality-Based Rehabilitation in the Treatment of Patients with Fibromyalgia Syndrome: A Systematic Review and Meta-Analysis of Randomized Clinical Trials. 基于虚拟现实的康复治疗对纤维肌痛综合征患者的影响:随机临床试验的系统回顾与元分析》。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2025-04-01 Epub Date: 2025-02-05 DOI: 10.1089/g4h.2023.0193
Beatriz Brea-Gómez, Laura Pérez-Gisbert, Ibán Fernández-Castro, Marie Carmen Valenza, Irene Torres-Sánchez
{"title":"Effects of Virtual Reality-Based Rehabilitation in the Treatment of Patients with Fibromyalgia Syndrome: A Systematic Review and Meta-Analysis of Randomized Clinical Trials.","authors":"Beatriz Brea-Gómez, Laura Pérez-Gisbert, Ibán Fernández-Castro, Marie Carmen Valenza, Irene Torres-Sánchez","doi":"10.1089/g4h.2023.0193","DOIUrl":"10.1089/g4h.2023.0193","url":null,"abstract":"<p><p>The aim was to analyze the effects of virtual reality-based rehabilitation (VRBR) in patients with fibromyalgia syndrome (FMS). This systematic review and meta-analysis was performed following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines. A search was conducted in CINAHL, Medline (via PubMed), Scopus, and Web of Science up to January 2023. Eligibility criteria were defined with Participants, Interventions, Comparisons, Outcomes, and Study design. To assess the methodological quality, the modified Downs and Black scale was used. The risk of bias was assessed through The Cochrane Collaboration's tool. Meta-analysis was performed using RevMan software. Seventeen studies were included in the systematic review and 11 in the meta-analysis. We obtained significant differences in favor of VRBR for FMS impact (standardized mean difference or SMD: -0.49; 95% confidence interval or CI: -0.72 to -0.26), pain intensity (SMD: -0.50; 95% CI: -0.87 to -0.12), fatigue (SMD: -0.55, 95% CI: -0.89 to -0.22), depression (SMD: -0.39; 95% CI: -0.55 to -0.23), anxiety (SMD: -0.36; 95% CI: -0.57 to -0.14), health-related quality of life (SMD: 0.56; 95% CI: 0.29 to 0.83), health perception (mean difference or MD:10.56; 95% CI: 6.23 to 14.88), functional exercise capacity (SMD: 0.60; 95% CI: 0.33 to 0.87), and physical function (MD: 10.90; 95% CI: 7.04 to 14.77). No significant differences were found for kinesiophobia. VRBR significantly improves FMS symptoms, quality of life, and physical condition. VRBR applied alone or combined with other interventions shows good results. VRBR was superior to treatment as usual. Better results were obtained when specialized VRBR was used. More research is needed to determine how to implement this treatment and to study VRBR effects on follow-up.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"79-102"},"PeriodicalIF":2.2,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143190899","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
Exergame-Based Program and Conventional Physiotherapy Based on Core Areas of the European Guideline Similarly Improve Gait and Cognition in People with Parkinson's Disease: Randomized Clinical Trial. 基于exergames的方案和基于欧洲指南核心区域的常规物理治疗类似地改善帕金森病患者的步态和认知:随机临床试验
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2025-03-31 DOI: 10.1089/g4h.2024.0116
Rosemeyre Alcarde Nuvolini, Keyte Guedes Da Silva, Tatiana Beline De Freitas, Flávia Doná, Camila Torriani-Pasin, José Eduardo Pompeu
{"title":"Exergame-Based Program and Conventional Physiotherapy Based on Core Areas of the European Guideline Similarly Improve Gait and Cognition in People with Parkinson's Disease: Randomized Clinical Trial.","authors":"Rosemeyre Alcarde Nuvolini, Keyte Guedes Da Silva, Tatiana Beline De Freitas, Flávia Doná, Camila Torriani-Pasin, José Eduardo Pompeu","doi":"10.1089/g4h.2024.0116","DOIUrl":"https://doi.org/10.1089/g4h.2024.0116","url":null,"abstract":"<p><p><b><i>Background:</i></b> Gait impairments are among the most common and disabling symptoms of Parkinson's disease and are especially aggravated in dual-task conditions. Interventions with conventional physical therapy improve gait cadence and speed, cognition, fear of falling, and freezing of gait. However, exergames have attracted interest in the treatment of people with Parkinson's disease due to the characteristics of the training that benefit neuroplasticity and motor learning. <b><i>Objective:</i></b> The aim of this study was to analyze the effects of training based on Kinect exergames compared to conventional physiotherapeutic training based on core areas of the European physiotherapy guideline on functional mobility, gait, and cognitive functions. <b><i>Materials and Methods:</i></b> Thirty-eight people with idiopathic Parkinson's disease were randomized into two groups and underwent 14 intervention sessions, twice a week, for 60 minutes each. The primary outcome was postural stability in gait, which was evaluated using the Functional Gait Assessment. Secondary outcomes were functional mobility and impact of the dual task assessed using the Timed & Up and Go Test; gait speed by the 10-meter Walk Test in single and dual task; and cognitive functions assessed through the Montreal Cognitive Assessment. <b><i>Results:</i></b> After training, there was an improvement in the Functional Gait Assessment and Timed & Up and Go Test. <b><i>Conclusion:</i></b> Interventions based on Kinect AdventuresTM games and conventional physiotherapy based on the central areas of the European guideline promoted similar improvements in gait stability and functional mobility of people with Parkinson's disease, without differences between them. However, the benefits did not extend to cognitive function and other gait parameters.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143755199","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
Proposal of a Serious Game for Dynamic Balance Training Using a Force Platform: A Pilot Study. 运用力平台进行动平衡训练的严肃游戏方案:初步研究。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2025-03-24 DOI: 10.1089/g4h.2023.0194
Mariana da Palma Valério, Silvia Regina Matos da Silva Boschi, Danilo Luque Ribeiro, André Roberto Fernandes da Silva, Luan de Almeida Moura, Gabrielli Delbone Alexandre, Thamires da Silva Copeski, Giovanna Cordeiro Longuinho, Silvia Cristina Martini, Terigi Augusto Scardovelli, Alessandro Pereira da Silva
{"title":"Proposal of a Serious Game for Dynamic Balance Training Using a Force Platform: A Pilot Study.","authors":"Mariana da Palma Valério, Silvia Regina Matos da Silva Boschi, Danilo Luque Ribeiro, André Roberto Fernandes da Silva, Luan de Almeida Moura, Gabrielli Delbone Alexandre, Thamires da Silva Copeski, Giovanna Cordeiro Longuinho, Silvia Cristina Martini, Terigi Augusto Scardovelli, Alessandro Pereira da Silva","doi":"10.1089/g4h.2023.0194","DOIUrl":"https://doi.org/10.1089/g4h.2023.0194","url":null,"abstract":"<p><p><b><i>Background:</i></b> Physical training to improve balance in the elderly has shown excellent results, but maintaining consistent participation in such programs is challenging. <b><i>Objective:</i></b> To address this, a laterolateral balance simulation game controlled by a biaxial force platform was developed to support balance rehabilitation and encourage regular training. <b><i>Method:</i></b> The game was created using the Unity engine, with 3D models designed in Blender, including the \"Relaxed Man Character\" asset for the avatar. The player's objective is to maintain balance on a virtual board supported by a cylinder, controlled via the biaxial force platform. Validation involved structural tests, usability testing (System Usability Scale), and a pilot test with 10 healthy young volunteers. Statistical analysis was conducted using the Shapiro-Wilk and <i>t</i>-Student tests (<i>P</i> < 0.05) in Jamovi software. <b><i>Results:</i></b> Results indicated that the game performed as expected, and the usability test yielded an excellent score (81.5 points) from experts. The pilot test revealed that individualized calibration allowed for personalized training, with volunteers' scores improving by 17.6% in the second session of day 1, 26% in the first session of day 2, and 8.5% in the second session of day 2. <b><i>Conclusion:</i></b> The balance simulation effectively replicated the foot pressure movements needed to control an avatar on a virtual board. This personalized approach made the game accessible and easy to use for players. Future work will involve testing the game with the target elderly population, increasing the number of sessions, and analyzing muscle activation to fully determine the game's impact.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143694057","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
Test-Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device. 一种多用途运动装置——可抓性的重测可靠性和精度。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2025-02-12 DOI: 10.1089/g4h.2024.0216
Roman Kudin, Halil Ibrahim Ergen, Corey W McGee
{"title":"Test-Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device.","authors":"Roman Kudin, Halil Ibrahim Ergen, Corey W McGee","doi":"10.1089/g4h.2024.0216","DOIUrl":"https://doi.org/10.1089/g4h.2024.0216","url":null,"abstract":"<p><p><b><i>Objective:</i></b> GripAble is a novel upper limb motor function assessment and exergaming device. In this study, we aimed to (1) establish its test-retest reliability and precision and (2) determine which method of reporting (i.e., based on one, two, or three trials) yields the greatest reliability and precision when testing hand grip strength (HGS) in healthy-handed adults. <b><i>Materials and Methods:</i></b> Purposeful sampling was used to recruit a diverse sample of adults according to sex, age, and race. Data were collected during two sessions approximately 2 weeks apart. During each session, three trials of maximal HGS were taken bilaterally. Test-retest reliability was assessed using the intraclass correlation coefficient (ICC), and precision was assessed using the standard error of measurement and the minimal detectable change (MDC). <b><i>Results:</i></b> Thirty-six healthy-handed adults completed the study protocol. Across all methods of reporting, ICC values were ≥0.85. The highest reliability (ICC values for dominant and nondominant hands = 0.97 and 0.94, respectively) and precision (MDC% for dominant and nondominant hands = 12.9 and 18.2, respectively) were observed when the average of three trials was calculated. <b><i>Conclusions:</i></b> The GripAble device has excellent reliability and acceptable precision when used to assess maximal HGS in healthy-handed adults. Recording three trials and reporting their average yields the highest test-retest reliability and precision. <b><i>Relevance:</i></b> We present early evidence to support the use of GripAble as an HGS assessment device. Future research should include establishing HGS reference values and testing GripAble's reliability and precision in different clinical populations. Its efficacy as an exergaming intervention also warrants exploration.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-02-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143400294","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
Effectiveness of Robot-Assisted Board Games on Cognitive Function and Mental Health for Older Adults with Mild Cognitive Impairment: A Cluster Randomized Trial. 机器人辅助棋盘游戏对轻度认知障碍老年人认知功能和心理健康的影响:一项随机聚类试验
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2025-02-11 DOI: 10.1089/g4h.2024.0207
Li-Chen Lin, Jung-Yu Liao, Chiu-Mieh Huang, Fen-He Lin, Li-Ting Lu, Hsiu-Chun Chien, Jong-Long Guo
{"title":"Effectiveness of Robot-Assisted Board Games on Cognitive Function and Mental Health for Older Adults with Mild Cognitive Impairment: A Cluster Randomized Trial.","authors":"Li-Chen Lin, Jung-Yu Liao, Chiu-Mieh Huang, Fen-He Lin, Li-Ting Lu, Hsiu-Chun Chien, Jong-Long Guo","doi":"10.1089/g4h.2024.0207","DOIUrl":"https://doi.org/10.1089/g4h.2024.0207","url":null,"abstract":"<p><p>The effectiveness of robot-assisted board games targeting older adults with mild cognitive impairment was investigated to improve their cognitive function, general self-efficacy, and life satisfaction and reduce depression. A quasiexperimental research design was adopted with 109 older adults from 8 long-term care facilities and day-care centers assigned to the experimental (<i>n</i> = 52) and comparison groups (<i>n</i> = 57). The experimental group underwent a 12-week cognitive training program. Both groups completed before-and-after and 3-month follow-up measurements for outcome variables, including cognitive function (scores of mini-mental state examination [MMSE] and Alzheimer's Disease Assessment Scale Cognitive Subscale [ADAS-Cog]), depression, general self-efficacy, and life satisfaction. The data were analyzed using the generalized estimating equation (GEE). The program's usability was assessed using the system usability scale (SUS). The GEE analyses revealed significant postintervention improvements in the experimental group's MMSE, ADAS-Cog, depression, general self-efficacy, and satisfaction with life scores. These effects persisted for the 3-month follow-up. The mean SUS score was 87.50, indicating the feasibility of robot-assisted interventions among older adults. These findings confirmed that interactive robot-assisted board games can improve cognitive function, general self-efficacy, and life satisfaction and reduce depression among older adults. The administration of long-term care facilities or day-care centers can adopt robot-assisted board games as a training tool to supplement health promotion activities to prevent cognitive deterioration and enhance mental health among older adults.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-02-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143400293","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
Virtual Reality Environmental Enrichment Effects on Craving for Cigarettes in Smokers. 虚拟现实环境对吸烟者烟瘾的影响
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2025-02-01 Epub Date: 2024-07-10 DOI: 10.1089/g4h.2023.0188
Giulia Benvegnù, Samuele Perotti, Alessia Vegher, Cristiano Chiamulera
{"title":"Virtual Reality Environmental Enrichment Effects on Craving for Cigarettes in Smokers.","authors":"Giulia Benvegnù, Samuele Perotti, Alessia Vegher, Cristiano Chiamulera","doi":"10.1089/g4h.2023.0188","DOIUrl":"10.1089/g4h.2023.0188","url":null,"abstract":"<p><p><b><i>Background:</i></b> Preclinical studies suggested the exposure to environmental enrichment (EE) as an intervention able to prevent or reduce nicotine-taking and nicotine-seeking behaviors. Virtual reality (VR) may help to test the effects of EE in smokers in a reproducible and feasible manner. <b><i>Materials and Methods:</i></b> In the present study, 31 smokers (14 women) were divided into two groups: (1) exposure to a virtual EE (VR-EE) and (2) exposure to a virtual neutral environment (VR-NoEE). Cigarette craving was assessed as basal and evoked, at different timepoints during the session. Behavior activity during VR exposure, mood, and subjective measures were also collected. <b><i>Results:</i></b> EE exposure in VR significantly reduced craving scores from basal timepoint. This was not observed in the VR-NoEE group, which significantly increased craving compared with values at neutral scenario. When both groups were exposed to smoking-related VR scenario, the VR-EE group showed an increased craving compared with previous timepoint up to score values not different from those in the VR-NoEE group. A significant positive correlation between basal craving scores and interactive behavior with virtual smoking cues was observed in the VR-NoEE but not in the VR-EE group. <b><i>Conclusion:</i></b> These findings suggest that virtual EE might have an inhibitory effect in smokers on basal, but not on evoked cigarette craving. Noteworthily, the interactive activity correlation to craving scores in the VR-NoEE participants was not observed in the VR-EE group, adding further evidence that the enrichment simulation was nonetheless able to modify behavior in the smoking-related scenario.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"21-28"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141581229","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 the Regular Use of Virtual Environments on Spatial Navigation and Memory. 经常使用虚拟环境对空间导航和记忆的影响
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2025-02-01 Epub Date: 2024-08-02 DOI: 10.1089/g4h.2023.0210
Francisco José Lobato-Camacho, Juan Pedro Vargas, Juan Carlos López
{"title":"Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory.","authors":"Francisco José Lobato-Camacho, Juan Pedro Vargas, Juan Carlos López","doi":"10.1089/g4h.2023.0210","DOIUrl":"10.1089/g4h.2023.0210","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> The cognitive effects of video games have garnered increasing attention due to their potential applications in cognitive rehabilitation and evaluation. However, the underlying mechanisms driving these cognitive modifications remain poorly understood. <b><i>Objectives:</i></b> This study investigates the fundamental mnemonic processes of spatial navigation, pattern separation, and recognition memory, closely associated with the hippocampus. Our objective is to elucidate the interaction of these cognitive processes and shed light on rehabilitation mechanisms that could inform the design of video games aimed at stimulating the hippocampus. <b><i>Method:</i></b> In this study, we assessed 48 young adults, including both video game players and non-players. We utilized virtual reality and cognitive tasks such as the Lobato Virtual Water Maze and the Mnemonic Similarity Task to evaluate their cognitive abilities. <b><i>Results:</i></b> Our key findings highlight that gamers exhibit heightened pattern separation abilities and demonstrate quicker and more accurate spatial learning, attributed to the cognitive stimulation induced by video games. Additionally, we uncovered a significant relationship between spatial memory, guided by environmental cues, and pattern separation, which serves as the foundation for more efficient spatial navigation. <b><i>Conclusions:</i></b> These results provide valuable insights into the cognitive impact of video games and offer potential for monitoring changes in rehabilitation processes and early signs of cognitive decline through virtual reality-based assessments. Ultimately, we propose that examining the relationships between cognitive processes represents an effective method for evaluating neurodegenerative conditions, offering new possibilities for early diagnosis and intervention.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"49-56"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141879584","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
Let's Play! A Board Health Game Development and Validation for Children with Atopic Dermatitis. 玩吧?针对特应性皮炎儿童的棋盘健康游戏开发与验证。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2025-02-01 Epub Date: 2024-07-29 DOI: 10.1089/g4h.2023.0218
Mariana Muzzolon, Mariana Morgan, Izabella Reis, Renata Imoto, Vânia Oliveira de Carvalho
{"title":"Let's Play! A Board Health Game Development and Validation for Children with Atopic Dermatitis.","authors":"Mariana Muzzolon, Mariana Morgan, Izabella Reis, Renata Imoto, Vânia Oliveira de Carvalho","doi":"10.1089/g4h.2023.0218","DOIUrl":"10.1089/g4h.2023.0218","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Several health games have been developed for pediatric patients in recent years but few for children with atopic dermatitis (AD). As this chronic disease requires changes in daily habits, this study aimed to develop and validate the content of a board health game for children with AD. <b><i>Material and Methods:</i></b> This is a content development and validation study of Dermatrilha<sup>TM</sup>, a board health game about AD. The instrument aims to promote interactions between children with AD and health care providers and offers the exchange of experiences, feelings, and knowledge about the disease in a playful way. The five stages of development of the board game were (a) planning, (b) development, (c) preparation of content validation questionnaires, (d) evaluation by a committee of experts, and (e) pretest with the target audience. <b><i>Results:</i></b> The expert committee group consisted of 20 professionals: 5 physicians specialized in pediatric dermatology, 5 psychologists specialized in health psychology, 5 designers with experience in illustration, and 5 early childhood educators. The target audience consisted of 25 children aged 7-12 years with AD. The evaluation of the expert committee found 0.95 in the general content validity index and 0.92 in the target audience, thus exceeding 0.80 in all items. <b><i>Conclusion:</i></b> The board health game Dermatrilha has proven to be a psychoeducational tool for the therapeutic education of children with AD, enabling the exchange of experiences, feelings, and knowledge about the disease among peers and health care providers.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"29-34"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141789397","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
Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8-12. 积极的虚拟现实游戏:将 8-12 岁青少年的能量消耗、游戏体验和晕机现象与传统游戏和运动进行比较。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2025-02-01 Epub Date: 2024-08-02 DOI: 10.1089/g4h.2024.0034
Chandler A Godfrey, Jennifer Flynn Oody, Scott A Conger, Jeremy A Steeves
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