Games for Health Journal最新文献

筛选
英文 中文
Computer-Based Gamified Tools for Facial Rehabilitation: A Scoping Review. 基于计算机的面部康复游戏化工具:范围审查。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2025-02-01 Epub Date: 2024-11-26 DOI: 10.1089/g4h.2023.0220
Daniel Lima Sousa, Silmar Teixeira, Adonias Caetano de Oliveira, Lucas Daniel Batista Lima, Rayele Moreira, Francisco Silva, Ariel Soares Teles
{"title":"Computer-Based Gamified Tools for Facial Rehabilitation: A Scoping Review.","authors":"Daniel Lima Sousa, Silmar Teixeira, Adonias Caetano de Oliveira, Lucas Daniel Batista Lima, Rayele Moreira, Francisco Silva, Ariel Soares Teles","doi":"10.1089/g4h.2023.0220","DOIUrl":"10.1089/g4h.2023.0220","url":null,"abstract":"<p><p>Motor rehabilitation in patients with facial disorders, such as facial paralysis (FP), has faced challenges in maintaining the patients' engagement and motivation in the intensive and repetitive execution of the exercises. To assist in the facial rehabilitation process, gamified tools (GTs) have been proposed to promote stimulation and engagement in affected patients. This study provides a comprehensive review on the use of GTs to aid facial rehabilitation, with the aim of investigating the potential of such computer-based tools to motivate facial mime exercises. A systematic search conducted on May 22, 2024, across five databases (Scopus, Web of Science, IEEE Xplore, ACM Digital Library, and MEDLINE/PubMed) returned 1043 articles. The selection of studies resulted in 15 articles included for analysis, most of which were intended for patients recovering from FP. Bell's palsy, paralysis resulting from stroke, orofacial apraxia, and cerebral palsy were the patient disorders addressed in the articles. Facial mimic movements used for rehabilitation varied, the main actions considered in the studies were opening and closing the eyes, smiling, and raising the eyebrows. Studies focused on developing tools and conducting experiments with participants. Despite advances made by the selected studies, proposed computer-based tools for facial rehabilitation have not yet reached the necessary maturity for their use in clinical settings. Consequently, additional efforts are needed to perform new studies to mitigate the challenges presented in this research area. Therefore, this is a constantly evolving area of research and offers a huge window of opportunity for further research.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"11-20"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142717467","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Effects of Playing Versus Watching an Interactive Video Game Featuring an Older Adult Protagonist on State Empathy and Ageism Reduction. 玩与看以老年人为主角的互动视频游戏对国家同情心和减少年龄歧视的影响。
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.2024.0090
Jeffrey Tsifan Tseng, Jorge Peña
{"title":"The Effects of Playing Versus Watching an Interactive Video Game Featuring an Older Adult Protagonist on State Empathy and Ageism Reduction.","authors":"Jeffrey Tsifan Tseng, Jorge Peña","doi":"10.1089/g4h.2024.0090","DOIUrl":"10.1089/g4h.2024.0090","url":null,"abstract":"<p><p>This study tested how increased modality interactivity (e.g., playing vs. watching a game) can augment empathy and reduce ageism toward older adults among college-aged students. An experiment (<i>n</i> = 201) examined the effects of playing a video game that featured an older adult protagonist. Relative to those who spectated the game, participants who played the game had increased state empathy on subfactors, including shared affect, empathic motivation, and helping motivation. Moreover, shared affect mediated the link between playing a game featuring an older adult protagonist and ageism. Participants with higher trait empathy showed lower state empathy after playing, whereas participants with lower trait empathy displayed increased post-game state empathy. Overall, the results supported the modality interactivity model suggesting fruitful avenues for future research.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"35-41"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141879585","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
Fostering Social Interaction Between Hearing Impaired and Hearing Children: The Validation of Design and Interaction Strategies Through a Peer Interaction Game. 促进听障儿童与健听儿童之间的社交互动:通过同伴互动游戏验证设计和互动策略。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2025-02-01 Epub Date: 2024-08-09 DOI: 10.1089/g4h.2023.0144
Wenan Li, Ting Liu, Weihu Zhang, Kaiwen Guo, Zhibin Zhou
{"title":"Fostering Social Interaction Between Hearing Impaired and Hearing Children: The Validation of Design and Interaction Strategies Through a Peer Interaction Game.","authors":"Wenan Li, Ting Liu, Weihu Zhang, Kaiwen Guo, Zhibin Zhou","doi":"10.1089/g4h.2023.0144","DOIUrl":"10.1089/g4h.2023.0144","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Hearing impaired (HI) children face challenges in establishing and maintaining relationships with their hearing (H) peers, leading to potential damages on their psychological well-being. The objective of this study is to introduce and validate design strategies and interaction strategies aimed at promoting social interaction between HI children and their H peers. <b><i>Materials and Methods:</i></b> With a specific focus on addressing the unique needs of HI children, the design strategies and interaction strategies were derived from the previous studies. To assess the effectiveness, these strategies were implemented in a game specifically designed to encourage peer interaction between HI and H children. Participants, including both HI and H children, were invited to experience the game and provide feedback. <b><i>Results:</i></b> The results demonstrated the efficacy of these strategies in fostering the social interaction between HI and H children. Participants exhibited increased engagement and cooperation during gameplay, indicating the successful facilitation of peer interactions. <b><i>Conclusions:</i></b> By validating design and interaction strategies through a specially designed peer interaction game, the research demonstrates the effectiveness of these strategies. The findings underscore the significance of tailored strategies that address the unique challenges faced by HI children in establishing interactions with their H peers. These validated strategies can serve as a foundation for creating inclusive environments that support the overall well-being and social integration of HI children in mainstream settings.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"57-76"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141908008","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 Exergaming on Physical Fitness of Youth with Overweight and Obesity: A Systematic Review with Meta-Analysis. 运动对超重和肥胖青少年体质的影响:一项meta分析的系统综述。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2025-01-13 DOI: 10.1089/g4h.2024.0192
Cíntia França, Sadaf Ashraf, Adilson Marques, Andreas Ihle, Helder Lopes, Pedro Campos, Élvio Rúbio Gouveia
{"title":"Effects of Exergaming on Physical Fitness of Youth with Overweight and Obesity: A Systematic Review with Meta-Analysis.","authors":"Cíntia França, Sadaf Ashraf, Adilson Marques, Andreas Ihle, Helder Lopes, Pedro Campos, Élvio Rúbio Gouveia","doi":"10.1089/g4h.2024.0192","DOIUrl":"https://doi.org/10.1089/g4h.2024.0192","url":null,"abstract":"<p><p>Due to the exponential growth in technology, exergames emerged as a potential tool to foster physical activity (PA) levels. This study provides an overall view of the literature on the effects of exergaming on physical fitness components among overweight and obese children and adolescents. A systematic review and meta-analysis following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines was performed in the PubMed, Web of Science, and Scopus databases. Among the 618 articles identified at the first screening stage, 17 were retained for analysis. The results indicate positive effects of exergaming interventions in body composition outcomes, cardiorespiratory fitness, muscular strength, and skills performance. Results from the randomized studies with the control group revealed significant effects of exergames in decreasing body mass index (mean difference = 0.24; 95% confidence interval [CI]: 0.06 to 0.43, <i>P</i> = 0.01) and increasing cardiorespiratory fitness (Hedges's g = 0.28; 95% CI: 0.09 to 0.46, <i>P</i> = 0.00). Although not statistically significant, participants submitted to exergames interventions also showed decreased body weight compared to their control peers. The results emphasize the ability of exergames to enhance PA levels and physical fitness components, which might influence the health status of overweight and obese youth. However, due to the limited number of studies included in the meta-analysis (<i>n</i> = 4), future randomized controlled experiments are still needed to improve the understanding of the impact of exergames interventions on physical fitness.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-01-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142972748","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
An Original Remote Digital Serious Game for Neonatal Resuscitation Training: New Opportunities from COVID-19 Era. 用于新生儿复苏培训的原创远程数字严肃游戏:COVID-19 时代的新机遇。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-12-01 Epub Date: 2024-07-25 DOI: 10.1089/g4h.2023.0197
Serena Bardelli, Giulio Del Corso, Massimiliano Ciantelli, Marta Del Pistoia, Rosa T Scaramuzzo, Armando Cuttano
{"title":"An Original Remote Digital Serious Game for Neonatal Resuscitation Training: New Opportunities from COVID-19 Era.","authors":"Serena Bardelli, Giulio Del Corso, Massimiliano Ciantelli, Marta Del Pistoia, Rosa T Scaramuzzo, Armando Cuttano","doi":"10.1089/g4h.2023.0197","DOIUrl":"10.1089/g4h.2023.0197","url":null,"abstract":"<p><p><b><i>Background:</i></b> The social restrictions imposed by the COVID-19 pandemic have disrupted traditional teaching methods and encouraged the development of innovative and safer approaches based on distance learning. Among these novel techniques, digital game-based learning (DGBL) is a method that facilitates learning through the efficient use of interactive software tailored to the user. <b><i>Methods:</i></b> In this work, we investigated the effectiveness of the DGBL methodology for remote training using a game-based digital learning software designed about remote neonatal resuscitation. The DGBL approach was validated in 52 anesthesiologist trainees and compared to a homogenous retrospective control group of pediatric trainees with the same prior knowledge, who followed an in-person training course using the digital serious game. Scores obtained during each game session are recorded and used to assess progress in knowledge of the flowchart, decision time, timing of assisted ventilation, and ability to check equipment. <b><i>Results:</i></b> The results confirmed the effectiveness of the remote training mode for each of the analyzed features, whereas no statistically significant advantages of using a supervised DGBL were found. <b><i>Conclusion:</i></b> In conclusion, the DGBL remote training approach is a valuable tool that can provide users with an interactive, effective, and enjoyable learning experience. Future developments will concern the implementation of multiplayer versions to stimulate interaction between users for the development of inter-professional and teamwork skills.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"452-458"},"PeriodicalIF":2.2,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141761628","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
Older Adults' Perceptions of Cognitive, Physical, and Exergame Training: A Mixed Methods Investigation of a Four-Armed Randomized Controlled Pilot Trial. 老年人对认知、体能和外部游戏训练的看法:四臂随机对照试点试验的混合方法调查。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-12-01 Epub Date: 2024-07-29 DOI: 10.1089/g4h.2023.0208
Abigail T Stephan, Ava McVey, Tate Steele, Kalvry Cooper, Christine B Phillips, Lesley A Ross
{"title":"Older Adults' Perceptions of Cognitive, Physical, and Exergame Training: A Mixed Methods Investigation of a Four-Armed Randomized Controlled Pilot Trial.","authors":"Abigail T Stephan, Ava McVey, Tate Steele, Kalvry Cooper, Christine B Phillips, Lesley A Ross","doi":"10.1089/g4h.2023.0208","DOIUrl":"10.1089/g4h.2023.0208","url":null,"abstract":"<p><p><b><i>Purpose:</i></b> Although the health benefits of behavioral interventions for older adults are well studied, research focused on intervention acceptability in older adult populations is less established and is needed. This mixed methods study investigated older adults' perceptions of training interventions. <b><i>Methods:</i></b> Community-dwelling older adults (<i>N</i> = 41) were randomized into three groups (cognitive, physical, and exergame) and completed 20 in-lab training sessions over 10 weeks. At every fifth session, participants provided feedback on their perceived gains across functional domains, enjoyment of and motivation to complete training, and aspects they most and least enjoyed regarding study participation. <b><i>Results:</i></b> Based on the multivariate analysis of variance, perceived cognitive and everyday function gains did not vary by training group. However, physical and exergame groups perceived greater improvement in physical function than the cognitive training group (<i>P</i> < 0.001). Enjoyment of and motivation to complete training did not vary by training group. Exploratory qualitative coding results suggest that participants across groups most enjoyed social interaction and feelings of improvement. Participants least enjoyed traveling to the study site and engaging in aspects of training (e.g., specific games, structure or duration of training). <b><i>Conclusion:</i></b> These findings highlight the importance of incorporating meaningful social engagement and balancing the challenge of training components with goal attainment when working with older adults, regardless of the intervention type. Future research and practice should consider salient aspects of the participant experience (e.g., social connection, accessible locations or remote options) when designing interventions for older adults.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"459-465"},"PeriodicalIF":2.2,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141789412","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
Playing Kioku Reduces Loneliness in Older Adults: A Pilot Study. 玩 Kioku 可减轻老年人的孤独感:一项试点研究
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-12-01 Epub Date: 2024-05-29 DOI: 10.1089/g4h.2023.0130
Ehud Bodner, Adi Segev, Roberto Chernitsky, Yoram Barak
{"title":"Playing Kioku Reduces Loneliness in Older Adults: A Pilot Study.","authors":"Ehud Bodner, Adi Segev, Roberto Chernitsky, Yoram Barak","doi":"10.1089/g4h.2023.0130","DOIUrl":"10.1089/g4h.2023.0130","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Playing together increases social connectedness, and it may be a tool to reduce loneliness. Research into the mental health benefits of board games is underdeveloped. <b><i>Objectives:</i></b> The study aims to examine the effects of the Kioku board game on well-being outcomes. The Kioku board game was developed in order to enable small group interactions with a focus on encouraging participants to create stories through mutual attention and interaction. We hypothesized that following a weekly intervention for 12 weeks, players would report a decrease in loneliness and an increase in well-being, compared with nonplayers. <b><i>Methods:</i></b> During the summer of 2022, participants in groups of 4-5 players, chose a cube word and narrated a story. A sample of 151 older adults (Mean age <i>=</i> 75.05 ± 6.46 years) recruited from seven community activity centers in Israel was assigned by block randomization to an intervention (<i>n</i> = 72) or a control group (<i>n</i> = 79), awaiting 4-6 weeks for future participation. Loneliness (UCLA loneliness scale) and well-being (World Health Organization 5-item scale) were evaluated at baseline and at 12 weeks. <b><i>Results:</i></b> A two-way repeated measures analysis of covariance (ANCOVA) (Group × Time) controlling for age, country of origin, and marital status revealed significant interaction effects for loneliness [<i>F</i>(1, 146) = 178.04, <i>n</i><sup>2</sup> = 0.549, <i>P < 0.001</i>] and well-being [<i>F</i>(1, 146) = 69.14, <i>n</i><sup>2</sup> = 0.321, <i>P < 0.001</i>]. Loneliness decreased in the intervention group (mean difference: 0.62 points, <i>P < 0.001</i>), and increased in the control group (mean difference: 0.18 points, <i>P</i> = 0.001). Well-being increased in the intervention group (mean difference: 0.79 points, <i>P < 0.001</i>) and decreased in the control group (mean difference: 0.20 points, <i>P < 0.001</i>). <b><i>Conclusions:</i></b> Our findings support the effectiveness of the Kioku board game intervention for decreasing loneliness and promoting well-being in older adults, who might still be coping with the effects of the COVID-19 pandemic.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"428-435"},"PeriodicalIF":2.2,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141162950","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
Gameful Experience Scale: Reliability and Validity in Nursing Students. 游戏体验量表:护理专业学生游戏体验量表的可靠性和有效性
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-12-01 Epub Date: 2024-06-03 DOI: 10.1089/g4h.2023.0231
Tuba Çömez Ikican, Gizem Şahin Bayindir, Olga Incesu, Emre Mor
{"title":"Gameful Experience Scale: Reliability and Validity in Nursing Students.","authors":"Tuba Çömez Ikican, Gizem Şahin Bayindir, Olga Incesu, Emre Mor","doi":"10.1089/g4h.2023.0231","DOIUrl":"10.1089/g4h.2023.0231","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Nursing students are among the groups where gamification applications are used effectively and frequently in educational technologies. This study aimed to adapt the Gameful Experience Scale (GAMEX) to the Turkish language and test its validity and reliability. <b><i>Materials and Methods:</i></b> The study was conducted with 620 nursing students studying an undergraduate nursing program between March and May, 2023. Data were collected using a personal information form and GAMEX-Turkish Form. <b><i>Results:</i></b> The validity and reliability of the five-factor structure scale with 27 items were confirmed. In confirmatory factor analysis, all factor loads were found to be >0.56. The fit indexes of the scale were χ<sup>2</sup>/df = 2.8, goodnessof-fit index = 0.90, comparative fit index = 0.94, and root mean square error of approximation = 0.55. Cronbach's alpha coefficient of the overall scale was 0.89. <b><i>Conclusion:</i></b> As a result of this study, the Turkish version of GAMEX was found to be a valid and reliable tool that can be used to evaluate the game experience in nursing students' training.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"443-451"},"PeriodicalIF":2.2,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141201092","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
Comparative Effectiveness of Developed Serious Game Versus Standardized Patients' Simulation in Nursing Education. 开发的严肃游戏与标准化病人模拟在护理教育中的效果比较。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-12-01 Epub Date: 2024-08-02 DOI: 10.1089/g4h.2024.0037
Afra Calik, Sevgisun Kapucu
{"title":"Comparative Effectiveness of Developed Serious Game Versus Standardized Patients' Simulation in Nursing Education.","authors":"Afra Calik, Sevgisun Kapucu","doi":"10.1089/g4h.2024.0037","DOIUrl":"10.1089/g4h.2024.0037","url":null,"abstract":"<p><p><b><i>Background:</i></b> Serious games provide a realistic environment in nursing education, a stimulating and experiential learning environment for developing skills necessary for learning, recognizing, analyzing, selecting, and applying information. <b><i>Methods:</i></b> This study aims to determine the impact of serious games and standard patient practices developed for nursing education on students' knowledge levels, satisfaction, self-confidence, critical thinking, and problem-solving skills. A serious game was designed using the educational principles of the diabetes course and developed using the 3D interactive content creation platform UNITY. One group played the game online, whereas another had a face-to-face experience. Both groups completed forms before, after, and 4 weeks later via Google Forms. <b><i>Results:</i></b> Quantitative analysis showed significant improvements in knowledge and increases in student satisfaction and confidence in learning in both the serious game and standardized patient groups. The groups had no significant differences in problem-solving and critical-thinking abilities (<i>P</i> > 0.005). <b><i>Conclusion:</i></b> Developing advanced clinical proficiencies in nursing students requires an engaging and reliable educational environment. Using serious games and standardized patient simulations in nursing instruction highlights the need for diverse digital teaching tools. Therefore, it is essential to support the professional development of nursing educators in these innovative modalities.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"466-476"},"PeriodicalIF":2.2,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141879582","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
Heal Me!-Investigating the "Red Potion" Concept and Its Influence on Gamers' Cardiovascular Endurance. 治愈我!--研究 "红药水 "概念及其对游戏玩家心血管耐力的影响。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-12-01 Epub Date: 2024-06-21 DOI: 10.1089/g4h.2024.0092
Andreas Kurniawan, Yasraf Amir Piliang, Agung Eko Budiwaspada, Armein Z R Langi
{"title":"Heal Me!-Investigating the \"Red Potion\" Concept and Its Influence on Gamers' Cardiovascular Endurance.","authors":"Andreas Kurniawan, Yasraf Amir Piliang, Agung Eko Budiwaspada, Armein Z R Langi","doi":"10.1089/g4h.2024.0092","DOIUrl":"10.1089/g4h.2024.0092","url":null,"abstract":"<p><p>The \"red potion,\" inspired by video games, emulates the health point replenishment mechanism for injured game characters. Conversely, red ginger, known for its potential tonic properties in enhancing cardiovascular endurance, poses challenges in acquisition within specific regions. Several previous studies have highlighted the existence of an inseparable link when gamers are engaged in real-world activities, even without actively playing the game in the virtual world. This suggests the potential for the \"red potion\" concept to enhance the well-being of gamers in reality. A statistical ANOVA experiment involved 90 participants, all avid gamers, categorized into three groups: basic, placebo, and experimental. The basic group (BG) received a red-colored beverage without red ginger infusion or the 'red potion' concept. In contrast, the placebo group (PG) received a similar beverage described as a \"red potion\" but without red ginger. Lastly, the experimental group (EG) received a red ginger-infused beverage without the \"red potion\" concept. Despite receiving different treatments, all beverages were presented in the same red color. Participants underwent the \"beep test\" to assess their baseline stamina. The results revealed that both PG and EG exhibited comparable cardiovascular endurance, affirming the potential of the \"red potion\" concept to positively influence gamers.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"436-442"},"PeriodicalIF":2.2,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141433101","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
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信