Games for Health Journal最新文献

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Serious Game-Based Balance Training with Augmented Kinesthetic Feedback Enhances Aspects of Postural Control in Poststroke Patients: A Randomized Clinical Trial. 基于增强运动反馈的严肃游戏平衡训练可增强中风后患者的姿势控制能力:随机临床试验
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-11-28 DOI: 10.1089/g4h.2023.0214
Mariana Armando Lourenço, Tatiana de Paula Oliveira, Camila Souza Miranda, Matheus Silva d'Alencar, Thalita Gabriele Silva Santos, Judith E Deutsch, Maria Elisa Pimentel Piemonte
{"title":"Serious Game-Based Balance Training with Augmented Kinesthetic Feedback Enhances Aspects of Postural Control in Poststroke Patients: A Randomized Clinical Trial.","authors":"Mariana Armando Lourenço, Tatiana de Paula Oliveira, Camila Souza Miranda, Matheus Silva d'Alencar, Thalita Gabriele Silva Santos, Judith E Deutsch, Maria Elisa Pimentel Piemonte","doi":"10.1089/g4h.2023.0214","DOIUrl":"https://doi.org/10.1089/g4h.2023.0214","url":null,"abstract":"<p><p><b><i>Background:</i></b> Poststroke hemiparesis presents with motor asymmetry and decreased postural control leading to functional limitations. Serious games (SG) for balance rehabilitation of people with stroke may improve motor recovery, and the visual and auditory feedback provided by the SGs helps to explain the therapeutic benefits. However, the contribution of SG combined with kinesthetic and verbal cues during balance training has not been investigated. The aim of this study is to compare the effects of two feedback conditions for an SG balance intervention, with or without the addition of kinesthetic and verbal cues, on balance performance of people with stroke. <b><i>Methods:</i></b> Thirty people with chronic poststroke hemiparesis and balance impairment participated in this randomized controlled trial and performed 14 individual SG training sessions combined with kinesthetic and verbal cues provided by the physical therapist or with SG's feedback only. Outcomes were assessed before training (pre), 1 week after the end of training (post), and 8 weeks after the end of training, which were adopted as the follow-up period, using the Balance Evaluation Systems Test, Lower Limb Subscale of Fugl-Meyer, six-minute walk test, and Stroke-Specific Quality of Life Scale. <b><i>Results:</i></b> The results showed that SG combined with kinesthetic and verbal cues improved outcomes relating to lower limb function and some balance domains (biomechanical constraints and limits of stability outcomes) better than with SG's feedback only. Both groups had similar significant improvement in quality of life and long-distance walking performance. <b><i>Conclusion:</i></b> This study is the first to directly compare two feedback conditions for SG-based balance intervention. The addition of kinesthetic and verbal cues during the SG balance improved aspects of postural control better than without this form of feedback.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2024-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142741053","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 Resistance Exercise Combined with Cognitive Intervention Therapy on Cognitive Decline: A Randomized Controlled Trial of a Cognitively Declining Elderly Population. 抗阻运动结合认知干预疗法对认知能力下降的影响:一项针对认知能力下降的老年人群的随机对照试验。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-11-27 DOI: 10.1089/g4h.2024.0055
Tong Wu, Ting Han, Dian Zhu
{"title":"Effects of Resistance Exercise Combined with Cognitive Intervention Therapy on Cognitive Decline: A Randomized Controlled Trial of a Cognitively Declining Elderly Population.","authors":"Tong Wu, Ting Han, Dian Zhu","doi":"10.1089/g4h.2024.0055","DOIUrl":"https://doi.org/10.1089/g4h.2024.0055","url":null,"abstract":"<p><p><b><i>Objective</i></b>: To design a randomized controlled trial combining resistance exercise and cognitive intervention to carry out a dual-task computer-aided product design that combines hardware and software to explore the effects of different intensities of resistance exercise on cognitive function in elderly individuals with cognitive decline. <b><i>Materials and Methods</i></b>: Forty-eight participants (aged between 60 and 75 years) who satisfied the specified criteria were randomly assigned to one of four groups as follows: control (<i>n</i> = 12), low intensity (<i>n</i> = 12), medium intensity (<i>n</i> = 12), and high intensity (<i>n</i> = 12). The control group exclusively underwent cognitive training, whereas the experimental group underwent dual-task training at varying resistance exercise intensities. The main outcomes were short-term effects on cognitive function and lower limb strength using the Montreal Cognitive Assessment (MoCA), One-Rep Max (1RM) data, and training scores. The secondary outcomes were the effects of the participants' subjective fatigue and the system availability of the product. <b><i>Results</i></b>: The experimental group subjected to medium-intensity exercise exhibited the most substantial improvement in MoCA score (<i>P</i> = 0.017). All the groups achieved training scores that were substantially higher than the initial data (<i>P</i> < 0.05), and significant 1RM values were obtained for the left and right legs in the middle- and high-strength groups (<i>P</i> < 0.05). In addition, the participants indicated a positive experience with the application. <b><i>Conclusions</i></b>: Overall, we found support for the feasibility and acceptability of the product developed by dual-task therapy based on resistance exercise combined with cognitive intervention and showed the initial impact prospect of moderate-intensity resistance exercise. Future applications should be replicated in older individuals with Clinical trial registration: NCT06220565 Ethical approval: H2022013I decline.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2024-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142741046","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
Enhancing English Proficiency in Korean Schoolchildren with Problematic Behaviors: Efficacy of Digital Game-Based Learning. 提高有问题行为的韩国学童的英语水平:基于数字游戏的学习效果。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-11-27 DOI: 10.1089/g4h.2024.0151
Jeong Soo Kim, Soo Young Kim, Sungah Chung, Sun Mi Kim, Doug Hyun Han
{"title":"Enhancing English Proficiency in Korean Schoolchildren with Problematic Behaviors: Efficacy of Digital Game-Based Learning.","authors":"Jeong Soo Kim, Soo Young Kim, Sungah Chung, Sun Mi Kim, Doug Hyun Han","doi":"10.1089/g4h.2024.0151","DOIUrl":"https://doi.org/10.1089/g4h.2024.0151","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Language learning through computer games has been suggested to enhance language abilities compared with traditional learning methods. Training in language skills may also improve self-control and reduce problematic behaviors in children and adolescents. We hypothesized that computer game-based language training could be more effective than classical language instruction. Furthermore, we propose that the enhanced language skills obtained through computer game language training could correspond with improvements in problematic behaviors within this group. <b><i>Materials and Methods:</i></b> This was an 8-week crossover trial consisting of 4 weeks of gaming rounds and 4 weeks of control rounds for two groups. Wise-Ax English is a casual digital game developed for English vocabulary education targeting Korean children. The game incorporates 500 English words selected from a pool designated by the Korean Ministry of Education. The study included 38 Korean students. At the 4-week and 8-week marks, all students were assessed with English competency tests. <b><i>Results:</i></b> Over 80% of the participants expressed satisfaction with the digital game-based English education, noting significant improvements in their English abilities compared with those achieved using traditional English classes. During the gaming rounds, children with problematic behaviors demonstrated improvement in test scores relative to their peers without such behaviors. <b><i>Conclusion:</i></b> The educational game Wise-Ax English can effectively enhance English language skills among Korean elementary school students. Notably, the effectiveness of Wise-Ax English was more pronounced in students exhibiting higher levels of problematic behavior and anxiety.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2024-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142741048","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
Gamification and Language Learning to Enhance Cognition in Older Adults: A Systematic Literature Review. 游戏化和语言学习增强老年人的认知能力:系统性文献综述
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-11-27 DOI: 10.1089/g4h.2024.0025
Kimberly M W Y Tan
{"title":"Gamification and Language Learning to Enhance Cognition in Older Adults: A Systematic Literature Review.","authors":"Kimberly M W Y Tan","doi":"10.1089/g4h.2024.0025","DOIUrl":"10.1089/g4h.2024.0025","url":null,"abstract":"<p><p>In this systematic review, we explored the literature on both online gamification and language learning in older adults aged 50 and older. Studies describing either digital gamified cognitive training or language learning interventions and include objective outcomes relating to the cognition of the participants were highlighted as suitable to be included as part of the review. In accordance with the established studies, we analyzed the aim and outcomes of the two separate types of interventions, the study design used, the modalities utilized for the respective interventions, as well as the cognitive outcomes obtained. A focus on the Asian context is included to better understand the effects of such interventions on Asian older adults. Mixed findings have been noted in both online gamified and language learning trainings, especially for language learning. However, results lean toward improvements in the cognitive abilities of older adults following gamified interventions, especially gamified cognitive trainings.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2024-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142741051","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 Exercise with Autonomy Support Increases Positive Affect During Time Trial Exercise. 具有自主支持功能的虚拟现实练习可提高计时练习中的积极情感。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-11-26 DOI: 10.1089/g4h.2024.0157
Andrew Ray Moore, Brooke An Shaohua Butler
{"title":"Virtual Reality Exercise with Autonomy Support Increases Positive Affect During Time Trial Exercise.","authors":"Andrew Ray Moore, Brooke An Shaohua Butler","doi":"10.1089/g4h.2024.0157","DOIUrl":"https://doi.org/10.1089/g4h.2024.0157","url":null,"abstract":"<p><p><i><b>Background:</b></i> Being able to choose elements of an exercise session, known as autonomy support, improves motor performance and psychological responses. Virtual reality (VR) programs provide many options for embedding autonomy support in exercise sessions. The purpose of this study was to investigate the effects of autonomy support in a VR setting on physiological and psychological responses to self-regulated rowing exercise. <i><b>Methods:</b></i> Using a repeated-measures crossover design, healthy untrained men and women (<i>N</i> = 20, age = 23.0 ± 7.4) completed exercise sessions on a rowing ergometer coupled with a head-mounted immersive VR application. In the Choice condition, participants chose the virtual environment, and in the Control condition, the environment was assigned to the participant. Participants were instructed to complete 1500 m as quickly as possible in both conditions, while ratings of perceived exertion, affective valence, and heart rate were recorded throughout the trials. Finishing time and remembered pleasure were assessed at the end of each session. Repeated-measures analyses with an alpha level of 0.05 were used for all variables as appropriate, with Bonferroni adjustments applied for any post hoc tests. <i><b>Results:</b></i> There was a main effect of condition on affective valence which was higher in Choice (2.07 ± 1.67) than Control (1.64 ± 2.12, <i>P</i> = 0.03, <i>η</i><sup>2</sup> = 0.22). No other differences were detected between conditions for finishing time or the remaining variables. <i><b>Conclusion:</b></i> During self-regulated exercise accompanied by an immersive VR application, being able to choose the virtual environment oneself leads to a more positive affective state without compromising exercise effort, physiological strain, or performance.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2024-11-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142717469","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
A Pilot Randomized Controlled Trial of a Multicomponent Smoking Cessation Intervention for Adults with Serious Mental Illness. 针对严重精神疾病成人的多成分戒烟干预试点随机对照试验。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-11-26 DOI: 10.1089/g4h.2023.0160
Heather Leutwyler, Erin Hubbard, Theo Bussell, Dennys Balestra, Bruce Cooper, Richard B Souza, Gary Humfleet
{"title":"A Pilot Randomized Controlled Trial of a Multicomponent Smoking Cessation Intervention for Adults with Serious Mental Illness.","authors":"Heather Leutwyler, Erin Hubbard, Theo Bussell, Dennys Balestra, Bruce Cooper, Richard B Souza, Gary Humfleet","doi":"10.1089/g4h.2023.0160","DOIUrl":"https://doi.org/10.1089/g4h.2023.0160","url":null,"abstract":"<p><p><b><i>Background:</i></b> Combined behavioral- and pharmacological-based tobacco cessation interventions are effective for adults with serious mental illness; yet, they continue to smoke at alarming rates. <b><i>Materials and Methods:</i></b> A pilot two-arm randomized controlled trial of the program consisted of 50 minutes of game-based groups 3×/week, for 12 weeks alongside counseling and pharmacotherapy. The intervention group engaged in game-based group physical activity (PA), while the control group engaged in sedentary games. <b><i>Results:</i></b> Multilevel regression analyses were used to examine the primary aims. Mean number of cigarettes smoked per week (cig/wk) for the sample (<i>n</i> = 48) at enrollment was 56.3 cigarettes. The linear change was significant at 2.9 fewer cig/wk. The average psychiatric symptom score at enrollment for the PA group was 41.5 points with a significant predicted linear decrease in scores. <b><i>Conclusion:</i></b> Both study groups showed a significant reduction in cig/wk. The combination of counseling and pharmacotherapy offered in groups may have aided with cessation and cigarette reduction while also providing a benefit to mental health.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2024-11-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142717463","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
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 : 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":"https://doi.org/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":""},"PeriodicalIF":2.2,"publicationDate":"2024-11-26","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
A Self-Administered Gamified Mobile Application for Secondary Prevention of Heart Disease in Patients Following a Cardiac Event (MyHeartMate): Process Evaluation from a Randomized Controlled Trial. 用于心脏事件后患者心脏病二级预防的自助式游戏化移动应用程序(MyHeartMate):随机对照试验的过程评估。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-11-25 DOI: 10.1089/g4h.2024.0174
Robyn Gallagher, Lis Neubeck, Angus Davis, Julie Redfern, Helen M Parker, Karice Hyun, Clara Chow, David S Celermajer, Thomas Buckley, Tracy Schumacher, Geoffrey Tofler, Gemma Figtree
{"title":"A Self-Administered Gamified Mobile Application for Secondary Prevention of Heart Disease in Patients Following a Cardiac Event (MyHeartMate): Process Evaluation from a Randomized Controlled Trial.","authors":"Robyn Gallagher, Lis Neubeck, Angus Davis, Julie Redfern, Helen M Parker, Karice Hyun, Clara Chow, David S Celermajer, Thomas Buckley, Tracy Schumacher, Geoffrey Tofler, Gemma Figtree","doi":"10.1089/g4h.2024.0174","DOIUrl":"https://doi.org/10.1089/g4h.2024.0174","url":null,"abstract":"<p><p><i><b>Objective:</b></i> This study reports the process evaluation of a randomized controlled trial of the MyHeartMate app for patients with coronary heart disease (CHD). <i><b>Materials and Methods:</b></i> Data were collected on engagement in the intervention group from the app platform logs and self-reported usage and via interviews for perspectives of usefulness and acceptability. Participants' (<i>n</i> = 194) data logs showed 80.4% entered baseline data. Tracking (≥30 days) occurred for body mass index (23.2%), blood pressure (BP) (21.1%), and exercise (23.7%). Missions completed on ≥4 days were 47.5% for healthy eating and 30.9% for exercise; 50.5% used the word game. One quarter (26.8%) was classified as \"engaged\" (tracked exercise and/or BP ≥5 times and completed ≥18 missions in the first 30 days). There were no differences between participants who were \"engaged\" or not in baseline characteristics or 6-month outcomes, although engaged users were more likely to meet 4/5 recommended risk factor guideline levels (30.8% vs. 17.6%, <i>P</i> = 0.03). <i><b>Results:</b></i> Participants perceived tracking, prompts, and rewards as useful for recovery and risk factor-related lifestyle change, and games were enjoyed. Engagement decreased with time. Acceptability was limited when app processes were difficult to understand, not personalized enough and/or the overall game concept was disliked. <i><b>Conclusions:</b></i> Insight into user's perceptions and use of gamified app components is essential to address barriers to uptake and optimize potential health benefits. The target audience for a serious game app for CHD remains uncertain.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2024-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142717465","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
Natural Course and Predictors of Sustained Exergaming in Young Adults. 青少年持续玩游戏的自然过程和预测因素
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-10-18 DOI: 10.1089/g4h.2024.0021
Erin K O'Loughlin, Catherine M Sabiston, Teodora Riglea, Mounia Naja, Mathieu Bélanger, Robert J Wellman, Marie-Pierre Sylvestre, Jennifer L O'Loughlin
{"title":"Natural Course and Predictors of Sustained Exergaming in Young Adults.","authors":"Erin K O'Loughlin, Catherine M Sabiston, Teodora Riglea, Mounia Naja, Mathieu Bélanger, Robert J Wellman, Marie-Pierre Sylvestre, Jennifer L O'Loughlin","doi":"10.1089/g4h.2024.0021","DOIUrl":"10.1089/g4h.2024.0021","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To describe the natural course of exergaming among young adults and identify predictors of sustained exergaming. <b><i>Methods:</i></b> To describe the natural course, we retained 592 participants from an ongoing longitudinal study with complete data on exergaming at four time points over 12-13 years between 2010-12 and 2023 (i.e., T1-T4 at mean ages 24.0, 30.6, 33.6, and 35.2, respectively). To identify predictors of sustained exergaming, we retained 228 participants with data on 27 potential predictors at T2 and data on exergaming at T2 and T3. The association between each potential predictor and sustained exergaming was examined as an independent study using multivariable logistic regression controlling for age, sex, and educational attainment. <b><i>Results:</i></b> Of 592 participants, 41.3%, 34.1%, and 38.5% sustained exergaming from T1 to T2, from T2 to T3, and from T3 to T4, respectively. Only 3% of participants sustained exergaming from T1 to T4. Most participants reported light- or moderate-intensity exergaming at all time points. Higher levels of external pressure to engage in physical activity, encouragement from close friends to exercise, and taking breaks from sitting during a typical workday were each associated with lower odds of sustained exergaming. <b><i>Conclusion:</i></b> Although exergaming is a popular activity among young adults, long-term sustained exergaming was rare. This may link to time constraints related to life transitions, evolving interests, changes in social circles, and shifting fitness goals among young adults. Research is needed to inform strategies that promote sustained exergaming and maximize its potential for positive impact among young adults.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2024-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142477540","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
Empowering Unvaccinated Youth: Feasibility, Acceptability, and Efficacy of a COVID-19 Serious Game-Based Intervention. 增强未接种疫苗青少年的能力:基于 COVID-19 严重游戏的干预措施的可行性、可接受性和有效性。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-10-02 DOI: 10.1089/g4h.2024.0011
Lihong Ou, Angela Chia-Chen Chen, Elizabeth Reifsnider, Michael Todd, Ashish Amresh, Chung Jung Mun
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