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The Cortical Structural Mediators of Cognitive Enhancement in Computer Game Players: Evidence From Mendelian Randomization. 电脑游戏玩家认知增强的皮质结构介质:来自孟德尔随机化的证据。
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-06-01 Epub Date: 2026-02-17 DOI: 10.1177/2161783X251414838
Yulin Sun, Zhaowei Gong
{"title":"The Cortical Structural Mediators of Cognitive Enhancement in Computer Game Players: Evidence From Mendelian Randomization.","authors":"Yulin Sun, Zhaowei Gong","doi":"10.1177/2161783X251414838","DOIUrl":"10.1177/2161783X251414838","url":null,"abstract":"<p><p>The cognitive and neural implications of computer gaming have garnered significant attention, yet the causal relationships remain unclear. This study investigates these relationships using Mendelian randomization (MR). Utilizing publicly available genome-wide association study data, we conducted a two-sample MR to assess the direct association between computer gaming and cognitive function, and a two-step MR to investigate the mediating role of brain cortical structure. The inverse-variance weighted analysis showed significant positive effects of computer gaming on visual memory [β = -0.552, 95% confidence interval (CI): -0.700 to -0.405, <i>P</i> = 1.98 × 10<sup>-13</sup>] and reaction time (β = -0.357, 95% CI: -0.444 to -0.271, <i>P</i> = 4.40 × 10<sup>-16</sup>). The mediation analysis identified the cortical surface area of the rostral anterior cingulate cortex as a significant mediator, explaining a mediated proportion of 6.88% (95% CI: 0.57% to 13.19%, <i>P</i> = 0.026). Sensitivity analyses confirmed the robustness of these findings. This study provides evidence for the causal impact of computer gaming on cognitive function, mediated by changes in brain cortical structure, suggesting potential for targeted cognitive training and rehabilitation interventions.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"169-176"},"PeriodicalIF":3.1,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146214649","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
Construction and Empirical Study of a Somatosensory Game-Based Activity Model for the Development of Children's Locomotor Skills. 基于体感游戏的儿童运动技能发展活动模型的构建与实证研究
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-06-01 Epub Date: 2026-02-17 DOI: 10.1177/2161783X251414847
Xiaodong Wei, Yanzhao Dong
{"title":"Construction and Empirical Study of a Somatosensory Game-Based Activity Model for the Development of Children's Locomotor Skills.","authors":"Xiaodong Wei, Yanzhao Dong","doi":"10.1177/2161783X251414847","DOIUrl":"10.1177/2161783X251414847","url":null,"abstract":"<p><strong>Purpose: </strong>The promotion of locomotor skills in early childhood is vital for fostering lifelong physical activity and combating childhood obesity. Hence, this study aims to examine the effects of a somatosensory, game-based activity model, which is rooted in the principles of embodied cognition, on the locomotor skills of preschool children.</p><p><strong>Materials and methods: </strong>A total of 30 children (mean age: 5 years and 7 months) from a single school were randomly allocated into either an experimental group or a control group based on their classes. The experimental group engaged in somatosensory games for 6 weeks to learn locomotor skills, while the control group participated in conventional physical activity lessons. Locomotor proficiency was evaluated using the Test of Gross Motor Development-3rd Edition, children's interactive experiences were assessed with the Five Degrees of Happiness Smiley-Face Likert scale, and teacher attitudes were gauged through semi-structured interviews.</p><p><strong>Results: </strong>Both groups demonstrated improvements in locomotor skill scores; however, the experimental group showed significantly greater advancements in running and sliding. Boys excelled over girls in somatosensory tasks, and both children and the teacher expressed favorable views toward the game-based approach.</p><p><strong>Conclusion: </strong>Somatosensory games emerge as a practical and effective tool for enhancing early childhood locomotor development, surpassing traditional physical activity instruction.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"177-190"},"PeriodicalIF":3.1,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146214628","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
Potential Use of Immersive Virtual Reality for Upper Extremity Rehabilitation: Commercially Available Games. 沉浸式虚拟现实在上肢康复中的潜在应用:商业游戏。
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-06-01 Epub Date: 2026-02-17 DOI: 10.1177/2161783X251414693
Bruna de Souza da Silva, Halley Riley, Yuping Chen
{"title":"Potential Use of Immersive Virtual Reality for Upper Extremity Rehabilitation: Commercially Available Games.","authors":"Bruna de Souza da Silva, Halley Riley, Yuping Chen","doi":"10.1177/2161783X251414693","DOIUrl":"10.1177/2161783X251414693","url":null,"abstract":"<p><strong>Background: </strong>Immersive virtual reality (IVR) is an emerging tool in neurorehabilitation, offering interactive, motivating experiences that promote motor and cognitive engagement. However, most IVR games are not designed for therapeutic use, and evidence on age- and gender-based responses remains limited.</p><p><strong>Objective: </strong>This study aimed to evaluate upper extremity movement patterns and cardiovascular responses elicited by commercially available IVR games in typically developing children and adults, with attention to age and gender differences.</p><p><strong>Methods: </strong>In Phase I, six Meta Quest 2 IVR games were analyzed for their therapeutic potential by physical therapy professionals. Five games (<i>Fruit Ninja</i>, <i>Beat Saber</i>, <i>Bowling</i>, <i>Baseball</i>, and <i>Tennis</i>) were selected for Phase II testing. Sixty-seven healthy participants (40 children aged 5-12, 27 adults aged 20-34) played each game for 3 minutes while seated. Arm movements were video-coded, and heart rate was continuously monitored. Participants completed usability and satisfaction questionnaires post-play.</p><p><strong>Results: </strong>Fruit Ninja and Beat Saber elicited the highest number of total, unilateral, bilateral, and multidirectional arm movements and produced the greatest cardiovascular responses. Adults demonstrated more total reaches, while children exhibited higher heart rate responses and more forward/backward reaches. Gender differences were observed in reach direction and heart rate. Boys reported higher simulator sickness scores, while males reported higher overall satisfaction.</p><p><strong>Conclusion: </strong>IVR games, particularly Fruit Ninja and Beat Saber, show promise for upper extremity rehabilitation by promoting motor and cardiovascular engagement. Age- and gender-related differences should inform individualized therapeutic applications. Future studies should explore these games in clinical populations.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"155-168"},"PeriodicalIF":3.1,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146214715","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
Sound and Third-Person Perspective in Virtual Reality Improves Awe: A Prospective Study of Hospitalized Children and Caregivers. 虚拟现实中的声音和第三人称视角提高敬畏:住院儿童和护理人员的前瞻性研究。
IF 3.1 3区 医学
Games for Health Journal Pub Date : 2026-06-01 Epub Date: 2026-02-25 DOI: 10.1177/2161783X261421429
Emily M He, Astrid M Y Suen, Pinyang Liu, Michelle Zuniga-Hernandez, Ruth Feng, Kyle Gardner, Christian Jackson, Samuel T Rodriguez, Ellen Wang, Thomas J Caruso
{"title":"Sound and Third-Person Perspective in Virtual Reality Improves Awe: A Prospective Study of Hospitalized Children and Caregivers.","authors":"Emily M He, Astrid M Y Suen, Pinyang Liu, Michelle Zuniga-Hernandez, Ruth Feng, Kyle Gardner, Christian Jackson, Samuel T Rodriguez, Ellen Wang, Thomas J Caruso","doi":"10.1177/2161783X261421429","DOIUrl":"10.1177/2161783X261421429","url":null,"abstract":"<p><strong>Introduction: </strong>Hospitalized patients and their caregivers experience anxiety and fear, which are associated with medical noncompliance and delayed medical care. While virtual reality (VR) is a safe and effective therapeutic adjunct in reducing distress and increasing cooperation, design aspects that contribute to software effectiveness remain limited. This prospective, observational study evaluated VR elements that increased awe, a psychological state correlated with improved behavior, satisfaction, and anxiolysis.</p><p><strong>Methods: </strong>Fifty-five patients (ages 6-25 years) and 65 parental caregivers (ages ≥18 years) at a quaternary care academic pediatric hospital interacted with a custom-developed VR program comparing design elements: sound (audible compared to mute), involvement (active compared to passive), and perspective (first person compared to third person) for 15 seconds each. Within-subject outcomes investigated included self-reported awe, perceived vastness, perceived need for accommodation, and engagement. Data were analyzed using repeated-measure analysis of variance tests.</p><p><strong>Results: </strong>Audible sound increased perceived awe and need for accommodation in adults, while the third-person perspective improved the need for accommodation in patients and adults. Active or passive involvement did not affect perceived awe nor aspects of awe. All measures of awe were positively correlated with game engagement.</p><p><strong>Discussion: </strong>When software designers and clinicians are designing and selecting VR applications for patients and their caregivers, third-person perspectives may be considered for all audiences, while audible sound settings are optimal for adult audiences.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"191-198"},"PeriodicalIF":3.1,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147311360","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
Serious Game-Based Training for Improved Control of a Temporalis Electromyography Interface for Controlling Powered Wheelchairs. 基于游戏的颞肌电图界面控制改进训练。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-06-01 Epub Date: 2025-11-14 DOI: 10.1177/2161783X251397932
Calvin MacDonald, Elizabeth Barnum, Maanya Pradeep, Viviana Rivera, Peter Smith, Matt Dombrowski, John Sparkman, Albert Manero
{"title":"Serious Game-Based Training for Improved Control of a Temporalis Electromyography Interface for Controlling Powered Wheelchairs.","authors":"Calvin MacDonald, Elizabeth Barnum, Maanya Pradeep, Viviana Rivera, Peter Smith, Matt Dombrowski, John Sparkman, Albert Manero","doi":"10.1177/2161783X251397932","DOIUrl":"10.1177/2161783X251397932","url":null,"abstract":"<p><strong>Background: </strong>Amyotrophic lateral sclerosis (ALS) is characterized by a significant decrease in mobility due to its neurodegenerative etiology. Throughout the progression of ALS, patients lose independence in their motor control. An electromyography (EMG) interface that enables control of a powered wheelchair can restore autonomous movement. The use of serious game-based training that mimics EMG-temporalis wheelchair controls can be used as training prior to wheelchair usage in the real world.</p><p><strong>Purpose: </strong><i>Limbitless Runner</i>, a forearm EMG training game, found improved player performance with no significant difference noted between the free and structured play training. This study aims to investigate the generalizability of this finding when applied to a temporalis EMG system.</p><p><strong>Methods: </strong>Participants were given <i>Limbitless Runner's</i> quantifiable, structured training mode, the \"ring challenge,\" for a scored pretest. Participants were then assigned to one of three cohorts for training: <i>Limbitless Journey, Limbitless Runner</i> \"free play mode,\" or the <i>Limbitless Runner</i> \"ring challenge.\" To assess improvement in user's performance, the ring challenge was repeated and scored. Quantitative surveys, including the Game User Experience Satisfaction Scale (GUESS) and the System Usability Scale (SUS), were given to gauge users' perceptions of the games.</p><p><strong>Results: </strong>All cohorts showed a user score improvement; however, the ring challenge (Cohort 2) showed the highest improvement, from an average of 22.9 rings in the pretest to 31.1 rings posttraining. The SUS and GUESS scores were not significantly different between the two different video games, demonstrating that both versions can be satisfying or acceptable platforms for users.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"137-143"},"PeriodicalIF":2.8,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145551480","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
Digital Health for Aging in Place: A Co-Design Study. 数字健康老龄化:一项共同设计研究。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-05-08 DOI: 10.1177/2161783X261445292
Joana Bernardo, Elaine Santana, Sílvia Silva, Eduardo Barroco de Melo, João Apóstolo, Marco Simões, Rosa Silva
{"title":"Digital Health for Aging in Place: A Co-Design Study.","authors":"Joana Bernardo, Elaine Santana, Sílvia Silva, Eduardo Barroco de Melo, João Apóstolo, Marco Simões, Rosa Silva","doi":"10.1177/2161783X261445292","DOIUrl":"https://doi.org/10.1177/2161783X261445292","url":null,"abstract":"<p><p>The increasing aging population is driving the development of digital solutions to promote active and healthy aging. However, the adoption of these technologies depends on their alignment with users' needs and expectations. One way to enhance the adoption of these solutions-including those incorporating interactive elements such as games-is to foster the active participation of older adults and other stakeholders in their development. Thus, the objective of this study was to adapt, through a stakeholder-driven co-design process, an institutional digital health platform to community-based use by independently living older adults, with a focus on promoting active and healthy aging. A qualitative study was conducted based on three co-design moments involving individuals aged 55 and older, nurses, and policymakers. During the co-design moments, participants explored the digital resource and proposed improvements. Data were analyzed using content analysis techniques. The co-design process explicitly addressed concepts of reuse and sustainability, focusing on how existing institutional digital resources could be adapted to meet the needs of older adults living independently. Participants emphasized accessibility, social interaction, and content individualization as key factors. The most frequently mentioned improvement suggestions included integrating physical activity features, individualized reminders, and a communication network. The adaptation of digital resources based on stakeholder suggestions reinforces the importance of active user involvement in developing solutions for health promotion and active aging. The study's main contribution lies in demonstrating how institutional resources can be transformed into community-based digital health tools addressing the gap between institutional digital health innovation and real-world community implementation.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"2161783X261445292"},"PeriodicalIF":2.8,"publicationDate":"2026-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147844530","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 Virtual Reality-Based Simulation Using the Nintendo Wii Balance Board for Assessing the Risk of Falls in Young and Older Adults. 基于虚拟现实的任天堂Wii平衡板模拟评估年轻人和老年人跌倒风险的有效性。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-05-07 DOI: 10.1177/2161783X261445327
Muhammad Asif Ahmad, Élvio Rúbio Gouveia, Sergi Bermúdez I Badia
{"title":"Effectiveness of Virtual Reality-Based Simulation Using the Nintendo Wii Balance Board for Assessing the Risk of Falls in Young and Older Adults.","authors":"Muhammad Asif Ahmad, Élvio Rúbio Gouveia, Sergi Bermúdez I Badia","doi":"10.1177/2161783X261445327","DOIUrl":"https://doi.org/10.1177/2161783X261445327","url":null,"abstract":"<p><strong>Introduction: </strong>Falls severely affect older adults and are emerging as a global health and financial burden for public health care systems. Multiple studies have validated the use of virtual reality (VR) to prevent falls and reduce the risk of falls among older adults with cognitive deficits. Therefore, we evaluated the effectiveness of VR-based cable car simulation (CCS) using a Nintendo Wii Balance Board (WBB) to assess balance and profile individuals based on fall risk and age, and validated using the Biodex Balance System. Center of pressure (COP) displacement and mean velocity (MV) metrics obtained from the WBB were used for balance assessment.</p><p><strong>Methods: </strong>A total of 23 young participants (10 females; M = 29.9, SD = 5.0) were recruited from the Agência Regional para o Desenvolvimento da Investigação, Tecnologia e Inovação, and 25 older participants (19 females; M = 71.2, SD = 7.8) were recruited from a local senior gymnasium in Funchal, Portugal. All participants took part in a repeated-measures study design. Results indicated that young adults exhibited greater COP displacement than older adults in the anterior-posterior (AP) direction.</p><p><strong>Results: </strong>Significant differences were found in COP displacement between the groups, confirming age-related variations in balance performance. However, no significant differences were observed in MV. Discriminant analysis models were employed using COP displacement and MV to classify participants by age and fall risk. The best classification performance was achieved for the CCS at 77%, with average turns at 80%, average speeds at 86%, and 83% for the combined features using stepwise regression.</p><p><strong>Discussion: </strong>The selected features included the COP displacement for speeds and turning angles in both AP and medial-lateral (M-L) directions, as well as the mean values of speeds and turns for both AP and M-L. The system can accurately differentiate balance patterns across age groups and risk categories, indicating a reliable and ecologically valid assessment method.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"2161783X261445327"},"PeriodicalIF":2.8,"publicationDate":"2026-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147844476","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
Social Support Derived from Virtual and Analog Table-Top Role-Playing Games: The Supportive Role of Table-Top Gaming. 来自虚拟和模拟桌面角色扮演游戏的社会支持:桌面游戏的支持作用
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-04-08 Epub Date: 2025-09-24 DOI: 10.1177/2161783X251378630
Maxim I Kozlov, Erin L O'Connor
{"title":"Social Support Derived from Virtual and Analog Table-Top Role-Playing Games: The Supportive Role of Table-Top Gaming.","authors":"Maxim I Kozlov, Erin L O'Connor","doi":"10.1177/2161783X251378630","DOIUrl":"10.1177/2161783X251378630","url":null,"abstract":"<p><strong>Objective: </strong>Gaming has been suggested as an effective way to exchange social support, a resource critical to global mental health and post-pandemic recovery. Virtual and analog (pen-and-paper) table-top role-playing game (TTRPG) popularity grew during and following the pandemic; yet, unlike their video-game counterparts research into TTRPGs remains limited. Parallel to online video-games, TTRPGs may be similarly positioned to foster and promote social support. Informed by analogous gaming research, this study explored how players give and receive social support within face-to-face and virtual TTRPGs through a stress buffering lens.</p><p><strong>Materials and methods: </strong>Using a cross-sectional survey methodology, based on the 2-way social support scale data from 186 participants was analyzed to determine if differences exist across social, demographic and gameplay variables.</p><p><strong>Results: </strong>Participants derived more meaningful social support through analog TTRPGs, although virtual TTRPG interfaces still afford meaningful social support, while benefiting from greater accessibility. Participants in the role of \"game masters\", who act as game facilitators and narrators, were shown to provide more social support than players, while greater levels of social support encouraged ongoing attendance. Additionally, players' consistent attendance and social familiarity enhanced given and received social support. Lastly, although similar social support was reported across genders, males were overrepresented in game-directing positions of power.</p><p><strong>Conclusion: </strong>This is the first known study to explore social support within TTRPGs. The findings have implications for the design of games to support communities, post-pandemic recovery, and therapeutic applications. Future research is encouraged.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"89-97"},"PeriodicalIF":2.8,"publicationDate":"2026-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145139083","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 Effect of Emergency Escape Room Simulation on Knowledge, Anxiety, and Satisfaction Levels of Students: A Randomized Controlled Trial. 紧急逃生室模拟对学生知识、焦虑和满意度的影响:一项随机对照试验。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-04-08 Epub Date: 2025-09-23 DOI: 10.1177/2161783X251378638
Hacer Ozel, Elif Gezginci Akpinar
{"title":"The Effect of Emergency Escape Room Simulation on Knowledge, Anxiety, and Satisfaction Levels of Students: A Randomized Controlled Trial.","authors":"Hacer Ozel, Elif Gezginci Akpinar","doi":"10.1177/2161783X251378638","DOIUrl":"10.1177/2161783X251378638","url":null,"abstract":"<p><strong>Background: </strong>The aim of this study is to determine the effect of escape room simulation intervention on the knowledge, anxiety, and satisfaction levels of students in emergency nursing education.</p><p><strong>Methods: </strong>This randomized controlled study was conducted with 40 students studying at the nursing faculty of a university in Istanbul. The students in the intervention group (<i>n</i> = 20) were given an escape room simulation intervention related to emergency nursing education. The students in the control group (<i>n</i> = 20) were not given any intervention other than the traditional education method. Data were collected using the Knowledge Test, State Anxiety Scale, and Visual Analog Scale for satisfaction.</p><p><strong>Results: </strong>The knowledge level of the students in the intervention group measured immediately after the education (<i>P</i> = 0.003), 1 week after the education (<i>P</i> < 0.001), and 1 month after the education (<i>P</i> < 0.001) was found to be significantly higher than that of the control group. While no significant difference was found in anxiety levels before and after the education between the groups, a significant difference was found in anxiety levels before and after the training in the intervention group (<i>P</i> < 0.001). The satisfaction level measured immediately after the education was found to be significantly higher in the intervention group than in the control group (<i>P</i> < 0.001).</p><p><strong>Conclusion: </strong>This study show that escape room simulation increased emergency nursing knowledge and satisfaction and reduced anxiety levels of the students. It is recommended that escape room simulation intervention be used in more studies in nursing education. The study was registered on ClinicalTrials.gov.tr with the number NCT06619119.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"98-105"},"PeriodicalIF":2.8,"publicationDate":"2026-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145132092","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
Does Healthy Cooking Lead to Healthy Choices? Exploring the Impact of a Virtual Reality Cooking Game on Healthy Eating Decisions. 健康的烹饪会带来健康的选择吗?探索虚拟现实烹饪游戏对健康饮食决策的影响。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-04-08 Epub Date: 2025-09-10 DOI: 10.1177/2161783X251378648
Yilin Yang, Mengying Liu, Minqi Lyu, Jianping Huang
{"title":"Does Healthy Cooking Lead to Healthy Choices? Exploring the Impact of a Virtual Reality Cooking Game on Healthy Eating Decisions.","authors":"Yilin Yang, Mengying Liu, Minqi Lyu, Jianping Huang","doi":"10.1177/2161783X251378648","DOIUrl":"10.1177/2161783X251378648","url":null,"abstract":"<p><strong>Objective: </strong>Cooking plays a crucial role in healthy eating, and food exposure during cooking significantly influences people's health and well-being. Given the challenges faced by novice cooks and the general lack of interest in cooking, this research proposes utilizing a highly engaging cooking game as an alternative to real-life cooking, allowing individuals to achieve the same health-boosting benefits as traditional cooking while enjoying the game. Additionally, this study will examine the moderating role of food type and cooking manner in this process.</p><p><strong>Methods: </strong>Two preregistered behavioral experiments (<i>N</i><sub>study1</sub> = 60, <i>N</i><sub>study2</sub> = 54) were conducted to examine how using different types of food (healthy vs. unhealthy) in a cooking game affects subsequent food choices, and how the cooking manner (neat vs. messy) moderates this effect.</p><p><strong>Results: </strong>Study 1 found that cooking healthy food led to healthier food choices after gaming. Study 2 revealed a significant moderating effect of cooking manner: When cooking healthy food, a neat cooking manner led individuals to subsequently choose fewer healthy foods, while a messy cooking manner led to an increase; conversely, when cooking unhealthy food, participants who cooked neatly chose more healthy food, while those who cooked messily chose less healthy food.</p><p><strong>Conclusions: </strong>These findings suggest that an engaging cooking game could replace real-life cooking as a direct and effective strategy to promote healthy eating. The results also highlight the importance of context-specific strategies in designing and implementing health interventions to prevent unintended consequences arising from excessive cues.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"114-121"},"PeriodicalIF":2.8,"publicationDate":"2026-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145034605","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
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