Games for Health Journal最新文献

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Evaluating the Impact of 6-Week Gamified Virtual Reality Rehabilitation Program on Pain, Function, and Balance in Knee Osteoarthritis: A Randomized Controlled Trial. 评估6周游戏化虚拟现实康复计划对膝关节骨关节炎疼痛、功能和平衡的影响:一项随机对照试验。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-02-25 DOI: 10.1177/2161783X261421436
Moayad S Subahi, Mohamed S Alayat, Fahda M Alshaikh, Moiyad S Aljehani, Ammar Fadil, Mansour Abdullah Alshehri
{"title":"Evaluating the Impact of 6-Week Gamified Virtual Reality Rehabilitation Program on Pain, Function, and Balance in Knee Osteoarthritis: A Randomized Controlled Trial.","authors":"Moayad S Subahi, Mohamed S Alayat, Fahda M Alshaikh, Moiyad S Aljehani, Ammar Fadil, Mansour Abdullah Alshehri","doi":"10.1177/2161783X261421436","DOIUrl":"https://doi.org/10.1177/2161783X261421436","url":null,"abstract":"<p><strong>Objective: </strong>This study aimed to evaluate the effects of a gamified virtual reality (VR) rehabilitation program, using immersive VR combined with conventional conventional physical therapy (CPT), on pain, functional mobility, disability, and balance in individuals with knee osteoarthritis (OA).</p><p><strong>Methods: </strong>A randomized controlled trial was conducted on 90 volunteered participants diagnosed with knee OA, equally divided into VR and control groups. VR group received VR + CPT, while the control group received only CPT. Outcome measures included Visual Analog Scale (VAS) for pain, 6-minute walk test (6MWT) for function, Western Ontario and McMaster Universities Arthritis Index (WOMAC) for disability, and the Berg Balance Scale (BBS) for balance. Participants underwent three sessions per week for 6 weeks. Assessments were performed at baseline, after 3 weeks, and after 7 weeks (postintervention). The level of significance was set at <i>P</i> ≤ 0.05.</p><p><strong>Results: </strong>The VR group demonstrated greater improvements than the control group, including a 38.6% reduction in pain compared with 26.3% in the control group, and a 39.9% increase in 6MWT distance compared with 19.4% in the control group. WOMAC improved substantially in the VR group (57.9%) compared with the control group (25%). Pain reduction became significantly greater in the VR group in the third week. Significant between-group differences at postintervention (<i>P</i> < 0.001) were observed for VAS, 6MWT, and WOMAC. Both groups demonstrated significant within-group improvements in balance; however, no significant between-group difference was found for BBS (<i>P</i> = 0.090).</p><p><strong>Conclusion: </strong>Integrating a gamified VR rehabilitation program alongside CPT significantly reduces pain and improves mobility and knee function in individuals with knee OA. The findings support using VR as an effective adjunct to traditional physiotherapy, improving engagement and clinical outcomes.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"2161783X261421436"},"PeriodicalIF":2.8,"publicationDate":"2026-02-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147311362","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 2.8 3区 医学
Games for Health Journal Pub 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":"https://doi.org/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":"2161783X261421429"},"PeriodicalIF":2.8,"publicationDate":"2026-02-25","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
Exploring Patient Perspectives on an Immersive Virtual Reality Experience for Neuromuscular Diseases. 探索患者对神经肌肉疾病沉浸式虚拟现实体验的看法。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-02-25 DOI: 10.1177/2161783X261425157
Marta Mondellini, Lucia Greco, Silvia Bolognini, Vera Colombo, Raffaele Pugliese, Marco Sacco, Stefano Regondi, Valeria Ada Sansone, Sara Arlati, Elena Carraro
{"title":"Exploring Patient Perspectives on an Immersive Virtual Reality Experience for Neuromuscular Diseases.","authors":"Marta Mondellini, Lucia Greco, Silvia Bolognini, Vera Colombo, Raffaele Pugliese, Marco Sacco, Stefano Regondi, Valeria Ada Sansone, Sara Arlati, Elena Carraro","doi":"10.1177/2161783X261425157","DOIUrl":"https://doi.org/10.1177/2161783X261425157","url":null,"abstract":"<p><p>Immersive virtual reality (VR) has emerged as a promising application for neurological conditions in hospital care. This study explores the experiences of patients with neuromuscular diseases using a virtual supermarket to entertain patients in a real-life task. Twelve patients from the NeuroMuscular Omnicentre in Milan were interviewed to evaluate their impressions after interacting in a fully immersive virtual environment. Questions were related to first impressions, positive and negative aspects, willingness to use the application again, suggestions for improvement of the game, and general reflections; a thematic analysis of the replies' content was performed. The main topics identified were engagement, technological features, sensory experience, usefulness, improvement, and recommendation. The results indicate that the VR experience was generally well received, with participants describing it as enjoyable, immersive, and relaxing. Some expressed curiosity about this new technology, while others appreciated the feeling of immersion and distraction from their condition. However, minor annoyances were reported, such as the headset's weight and the need for an enhanced interaction. Suggestions included improving interaction, fine-tuning visual and auditory elements, and optimizing comfort. Overall, the study highlights the potential of immersive VR as a valuable tool in hospital care to provide enjoyable moments for neuromuscular patients. Further studies could expand the sample size and explore how different sociodemographic variables impact user experience. Longitudinal studies might also assess the sustained effects of VR interventions on patients' well-being, mood, and overall quality of life during extended hospital stays.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"2161783X261425157"},"PeriodicalIF":2.8,"publicationDate":"2026-02-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147311326","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
MazeOut Adaptive Serious Game: Evaluation of Performance and Usability for Motor Rehabilitation in Individuals with Autism Spectrum Disorder. 迷宫自适应严肃游戏:评估自闭症谱系障碍患者运动康复的表现和可用性。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-02-19 DOI: 10.1177/2161783X251378518
Alexandre Kira, Rodrigo G Pontes, Augusto K Pedroso de Lima, Luciano V Araújo, Carlos B M Monteiro, Elisa de Jesus Valenzuela, Victoria Yanara Hernandes da Silva, Juliana Perez Weingartner, Íbis Ariana Peña de Moraes, Alvaro Uribe-Quevedo, Fátima L S Nunes
{"title":"MazeOut Adaptive Serious Game: Evaluation of Performance and Usability for Motor Rehabilitation in Individuals with Autism Spectrum Disorder.","authors":"Alexandre Kira, Rodrigo G Pontes, Augusto K Pedroso de Lima, Luciano V Araújo, Carlos B M Monteiro, Elisa de Jesus Valenzuela, Victoria Yanara Hernandes da Silva, Juliana Perez Weingartner, Íbis Ariana Peña de Moraes, Alvaro Uribe-Quevedo, Fátima L S Nunes","doi":"10.1177/2161783X251378518","DOIUrl":"10.1177/2161783X251378518","url":null,"abstract":"<p><strong>Objective: </strong>To evaluate the effectiveness of <i>MazeOut</i>, an adaptive serious game for motor rehabilitation, in individuals with autism spectrum disorder (ASD), by comparing their performance and usability with that of individuals with typical development (TD) and assessing the impact of adaptive (AG) versus nonadaptive gameplay on task performance.</p><p><strong>Materials and methods: </strong>A mixed-design study with 30 participants (15 ASD, 15 TD), aged 8 to 40 years, had each participant experience both adaptive and nonadaptive interventions in randomized order, allowing within- and between-subject comparisons. Performance was measured using overall scores (based on maze navigation speed and coin collection), and usability was assessed with the System Usability Scale (SUS). Data analysis was conducted using R software, with performance trends evaluated through segmented regression and the Kruskal-Wallis test.</p><p><strong>Results: </strong>The TD group outperformed the ASD group across all conditions (TD median score: 27.54; ASD median score: 23.79, <i>P</i> < 0.001). Notably, participants in both groups achieved significantly better performance when AG was introduced first (ASD: 24.04 vs. 19.1, <i>P</i> < 0.001; TD: 30.2 vs. 24.31, <i>P</i> = 0.005), suggesting that the adaptation facilitates initial task learning. ASD participants reported slightly higher usability (mean SUS = 77.2) than TD participants (74.6), with the highest scores among younger users (81.9).</p><p><strong>Conclusions: </strong>Adaptive serious games can enhance motor performance, particularly for individuals with ASD. The findings suggest that early exposure to AG may improve task performance. Future studies with larger samples and longer interventions are needed to assess long-term benefits.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"2161783X251378518"},"PeriodicalIF":2.8,"publicationDate":"2026-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145041971","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 a Mobile Game Developed for Children with Familial Mediterranean Fever on Disease Management and Quality of Life: A Randomized Controlled Trial. 为家族性地中海热儿童开发的手机游戏对疾病管理和生活质量的影响:一项随机对照试验。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-02-17 DOI: 10.1177/2161783X251414694
Gamze Kaş Alay, Birsen Mutlu
{"title":"The Effect of a Mobile Game Developed for Children with Familial Mediterranean Fever on Disease Management and Quality of Life: A Randomized Controlled Trial.","authors":"Gamze Kaş Alay, Birsen Mutlu","doi":"10.1177/2161783X251414694","DOIUrl":"https://doi.org/10.1177/2161783X251414694","url":null,"abstract":"<p><strong>Objective: </strong>To determine the effect of training children with familial Mediterranean fever (FMF) using a mobile game (MG) or training booklet (TB) on self-efficacy, symptom management, and quality of life (HRQoL) compared with a control group.</p><p><strong>Materials and methods: </strong>The sample of the randomized controlled experimental study consisted of children with FMF. Children in the experimental groups received training with TB (<i>n</i> = 14) or MG (<i>n</i> = 14). The control group (<i>n</i> = 15) received no intervention and continued their routines. The Pediatric Rating of Chronic Illness Self-Efficacy Scale (PRCISE), and Juvenile Autoinflammatory Disease Multidimensional Assessment Report (JAIMAR) were used to collect data. Data were collected in pre-test, post-test-1, and post-test-2.</p><p><strong>Results: </strong>The MG group's PRCISE (<i>P</i> < 0.001, <i>P</i> < 0.001), HRQoL (<i>P</i> = 0.001, <i>P</i> = 0.001), therapeutic compliance (<i>P</i> = 0.002, <i>P</i> = 0.004), increased and the mean pain scores (<i>P</i> = 0.044, <i>P</i> = 0.010), the number of symptoms decreased (<i>P</i> < 0.001, <i>P</i> < 0.001) in both measurements after the intervention. The mean PRCISE score of the TB group increased only in post-test 1 (<i>P</i> = 0.008), and the mean HRQoL total score did not change significantly in either post-test measurement (<i>P</i> > 0.05). The TB group's symptom management indicators were similar at all measurements (<i>P</i> > 0.05). The control group's PRCISE and HRQoL scores and symptom management indicators were similar at the three measurement times (<i>P</i> > 0.05).</p><p><strong>Conclusion: </strong>The MG increased illness self-efficacy, symptom management and HRQoL in children with FMF and its effect lasted longer than the TB. It is recommended to use and disseminate technology-based and interactive education methods such as MG in the management of chronic diseases in children.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"2161783X251414694"},"PeriodicalIF":2.8,"publicationDate":"2026-02-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146214680","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 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 2.8 3区 医学
Games for Health Journal Pub 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":"https://doi.org/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":"2161783X251414838"},"PeriodicalIF":2.8,"publicationDate":"2026-02-17","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 2.8 3区 医学
Games for Health Journal Pub 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":"https://doi.org/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":"2161783X251414847"},"PeriodicalIF":2.8,"publicationDate":"2026-02-17","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 2.8 3区 医学
Games for Health Journal Pub 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":"https://doi.org/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":"2161783X251414693"},"PeriodicalIF":2.8,"publicationDate":"2026-02-17","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
Flow Optimizer Framework: Validation of a Dynamic Difficulty Adjustment System for Serious Games. Flow Optimizer框架:严肃游戏动态难度调整系统的验证。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-02-17 DOI: 10.1177/2161783X251414444
Rodrigo Lima, Diogo Branco, Pedro Lobo, Sergi Bermúdez I Badia
{"title":"Flow Optimizer Framework: Validation of a Dynamic Difficulty Adjustment System for Serious Games.","authors":"Rodrigo Lima, Diogo Branco, Pedro Lobo, Sergi Bermúdez I Badia","doi":"10.1177/2161783X251414444","DOIUrl":"https://doi.org/10.1177/2161783X251414444","url":null,"abstract":"<p><strong>Introduction: </strong>Serious games are an important tool to overcome the low engagement and adherence to rehabilitation programs due to their repetitive nature and lack of positive reinforcement. Dynamic difficulty adjustment (DDA) systems can contribute by providing algorithms to adapt serious games, keeping players engaged and in a flow state. However, these systems are generally custom-made for specific purposes and goals, lacking the adaptability to be easily integrated into serious games. In response to this problem, we introduced the Flow Optimizer Framework (FOF), a game-agnostic DDA system developed for Unity. This framework facilitates the integration of DDA algorithms with serious games in Unity, enabling real-time monitoring and adaptation based on player state through data processing, rule-setting, and decision-making.</p><p><strong>Materials and methods: </strong>First, we conducted a technical validation of the framework, assessing its performance in handling real-time data streams and its responsiveness to different scenarios. Following this validation, we evaluated its effectiveness in enhancing the flow state by conducting a usability study. Participants were presented with three different types of DDA paradigms implemented in FOF (Implicit, Explicit, and Subjective), each with different algorithms to adjust the game's difficulty.</p><p><strong>Results: </strong>The results obtained showed that the implementation of a biofeedback paradigm using the player's heart rate was the one that increased game performance the most, and participants reported this condition as the most enjoyable and fitting to their skills.</p><p><strong>Discussion: </strong>Overall, participants reported a high usability and a high presence experienced in the serious games implemented with FOF.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"2161783X251414444"},"PeriodicalIF":2.8,"publicationDate":"2026-02-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146214654","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 Wii-Volution in Rehabilitation, A Legacy Interrupted. 康复中的二次革命,被打断的遗产。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-02-01 Epub Date: 2025-11-14 DOI: 10.1177/2161783X251397929
Bruno Bonnechère, Judith Deutsch
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