Games for Health Journal最新文献

筛选
英文 中文
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
Balance Board or Motion Capture? A Meta-Analysis Exploring the Effectiveness of Commercially Available Virtual Reality Exergaming in Enhancing Balance and Functional Mobility Among the Elderly. 平衡板还是运动捕捉?探索市售虚拟现实 Exergaming 在增强老年人平衡能力和功能性活动能力方面的有效性的元分析》(Meta-Analysis Exploring the Effectiveness of Commercially Available Virtual Reality Exergaming in Enhanced Balance and Functional Mobility Among the Elderly)。
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.2023.0109
Błażej Cieślik, Adam Wrzeciono, Justyna Mazurek, Sara Federico, Joanna Szczepańska-Gieracha, Pawel Kiper
{"title":"Balance Board or Motion Capture? A Meta-Analysis Exploring the Effectiveness of Commercially Available Virtual Reality Exergaming in Enhancing Balance and Functional Mobility Among the Elderly.","authors":"Błażej Cieślik, Adam Wrzeciono, Justyna Mazurek, Sara Federico, Joanna Szczepańska-Gieracha, Pawel Kiper","doi":"10.1089/g4h.2023.0109","DOIUrl":"10.1089/g4h.2023.0109","url":null,"abstract":"<p><p>Force platforms and motion capture are commonly used as feedback mechanisms in exergaming; nevertheless, their therapeutic effectiveness may vary. Therefore, the primary objective of this study was to evaluate the effectiveness of commercially available virtual reality (VR) exergaming systems on balance and functional mobility, with a supplementary analysis considering the administered dose of exergaming. The search was conducted in five databases. Commercially available exergaming platforms were classified into two categories: VR exergaming with a balance board (including Wii Balance Board) and motion capture (including Xbox Kinect). Two categories of control interventions (treatment as usual [TAU] and no treatment [NT]) were extracted. The meta-analysis was performed separately for static, dynamic, and proactive balance outcomes and for the aggregated results of all included outcomes with subgroup analysis of lower, moderate, and higher doses. In total, 28 studies with 1457 participants were included. Both exergaming systems were particularly effective in improving the single leg stance outcome. VR exergaming with motion capture was found to be more effective than TAU with a standardized mean difference (SMD) of 0.48 (<i>P</i> = 0.006) and NT (SMD = 0.86; <i>P</i> = 0.02). In conclusion, commercially available VR exergaming with a motion capture feedback mechanism has demonstrated effectiveness as an intervention for balance training when compared with NT. Specifically, high doses (above 134 minutes per week) appear to be more beneficial for healthy older adults. Moreover, the findings provide some weak evidence supporting the effectiveness of VR exergaming with a balance board for improving functional mobility, particularly when compared with NT.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"407-418"},"PeriodicalIF":2.2,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141879581","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 Impact of Computer Games on the Social Skills of Elementary School Students: A Comprehensive Analysis. 电脑游戏对小学生社交能力的影响:综合分析
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-12-01 Epub Date: 2024-08-07 DOI: 10.1089/g4h.2024.0048
Mahboubeh Alborzi, Mahsa Torabi
{"title":"The Impact of Computer Games on the Social Skills of Elementary School Students: A Comprehensive Analysis.","authors":"Mahboubeh Alborzi, Mahsa Torabi","doi":"10.1089/g4h.2024.0048","DOIUrl":"10.1089/g4h.2024.0048","url":null,"abstract":"<p><p><b><i>Objective:</i></b> The present study aimed to explore the influence of digital games on the social skills of male students in elementary schools, focusing on the impact of different games on various social behaviors. <b><i>Methods:</i></b> The study employed a causal-comparative design, utilising cluster random sampling to select participants. The sample consisted of 192 male students in the fourth through sixth grades, divided into players and nonplayers. Data were collected using the Social Support Scale Matson (1983) and a researcher-made questionnaire for computer games. The validity and reliability of the instruments were established through Cronbach's alpha coefficient, item correlation with dimensions, and correlation of dimensions with the total score and content validity. <b><i>Results:</i></b> The results indicated significant differences between player and nonplayer students in nonsocial behaviors, seeking superiority, and relationships with peers. Aggression and seeking superiority were higher in fifth-grade students than fourth- and sixth-grade students. Fifth- and sixth-grade students scored higher than fourth graders in these areas. The study found that Clash of Clans promoted appropriate social behaviors and peer relationships, while Fortnite had a significant positive effect on peer relationships. Mortal Kombat had a negative and significant effect on aggression and nonsocial behaviors compared to other games. Regression analysis revealed that playing time and type of play were significant predictors of social skills, with playing time being a more effective predictor than the type of play. <i><b>Conclusion:</b></i> The study concluded that digital games can significantly influence the social skills of male students in elementary schools. Specifically, Clash of Clans and Fortnite were found to have positive effects on social behaviors and peer relationships, while Mortal Kombat had negative effects. The findings suggest that the time spent playing games is a more critical factor in predicting social skills than the type of game played.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"477-485"},"PeriodicalIF":2.2,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141903200","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 Escape Room in Medical Education: A Systematic Review and Meta-Analysis. Escape Room 在医学教育中的有效性:系统回顾与元分析》。
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.2023.0070
Yuxuan He, Xiaomei Chen, Huijuan Ma, Rongrong Zhao, Houxiu Zhou, Yanni Yang
{"title":"Effectiveness of Escape Room in Medical Education: A Systematic Review and Meta-Analysis.","authors":"Yuxuan He, Xiaomei Chen, Huijuan Ma, Rongrong Zhao, Houxiu Zhou, Yanni Yang","doi":"10.1089/g4h.2023.0070","DOIUrl":"10.1089/g4h.2023.0070","url":null,"abstract":"<p><p>The primary goal of this meta-analysis is to explore the five factors of knowledge, teamwork, learning satisfaction, anxiety, and interprofessional ability to determine the value of escape rooms in medical education. Up to January 2023, we searched ScienceDirect, Scopus, PubMed, Embase, Web of Science, CNKI, and the Cochrane Library for pertinent works in either English or Chinese. The Risk of Bias 2 (RoB 2) tool and Newcastle-Ottawa Scale (NOS) were used to assess the quality of studies. Subgroup and sensitivity analyses were used to assess statistical heterogeneity, and <i>I</i><sup>2</sup> was used to measure it. Overall, escape rooms had a more significant positive effect than traditional learning on knowledge (standardized mean difference [SMD]: 0.84; 95% confidence interval [CI]: 0.36-1.33), teamwork (SMD: 4.91; 95% CI: 4.58-5.24), learning satisfaction (MD: 0.36; 95% CI: 0.08-0.64), and interprofessional ability (SMD: 1.04, 95% CI: 0.81-1.27). Moreover, the impact of escape rooms on anxiety also had significant effects (SMD: -8.23, 95% CI: -11.64 to -4.82). Escape rooms affect medical students' knowledge, teamwork, learning satisfaction, interprofessional ability, and anxiety. The findings of this study can be used as evidence that escape rooms is a more effective method than traditional teaching for improving active learning.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"419-427"},"PeriodicalIF":2.2,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141879583","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
Comparison of the Acute Effects of Virtual Reality Exergames and Core Stability Exercises on Cognitive Factors, Pain, and Fear Avoidance Beliefs in People with Chronic Nonspecific Low Back Pain. 比较虚拟现实 Exergames 和核心稳定练习对慢性非特异性腰痛患者的认知因素、疼痛和恐惧避免信念的急性影响。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-11-28 DOI: 10.1089/g4h.2024.0003
Naghme Massah, Sedighe Kahrizi, Randy Neblett
{"title":"Comparison of the Acute Effects of Virtual Reality Exergames and Core Stability Exercises on Cognitive Factors, Pain, and Fear Avoidance Beliefs in People with Chronic Nonspecific Low Back Pain.","authors":"Naghme Massah, Sedighe Kahrizi, Randy Neblett","doi":"10.1089/g4h.2024.0003","DOIUrl":"https://doi.org/10.1089/g4h.2024.0003","url":null,"abstract":"<p><p><b><i>Objective:</i></b> In this study, we aimed to investigate and compare the acute effects of exergames (EXG) and core stability exercises (CSEs) on cognitive factors, pain, mood, and fear-avoidance beliefs (FAB) in individuals with chronic low back pain (CLBP). <b><i>Materials and Methods:</i></b> In a single-blinded clinical trial, 40 participants with CLBP were randomly assigned to either the EXG group or the CSEs group. The EXG group engaged in a single session of exergames using the Xbox Kinect device, while the CSEs group completed a single session of common core stability exercises. Measurements of attention, working memory, pain intensity, mood states, and FAB were taken before and after each intervention. <b><i>Results:</i></b> The results showed that a single session of EXG was significantly more effective than CSEs in improving cognitive reaction time, pain intensity, FAB, and positive mood states (<i>P</i> ≤ 0.05). Additionally, participants reported lower perceived exertion due to exercising following EXG compared with CSEs. <b><i>Conclusion:</i></b> EXG may have potential therapeutic advantages over traditional exercise interventions for CLBP.</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":"142741044","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 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
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