Gianni Cutillo, Valeria Brazzoduro, Giorgio Bedogni, Caterina Colombo, Stefania Zambrano, Samantha Rossi, Gian Vincenzo Zuccotti, Irene Daniele, Gianluca Lista, Barbara Scelsa
{"title":"Executive Functions Rehabilitation in Premature Children Using an Adaptive Motion-Interaction Videogame Platform: A Randomized Controlled Trial.","authors":"Gianni Cutillo, Valeria Brazzoduro, Giorgio Bedogni, Caterina Colombo, Stefania Zambrano, Samantha Rossi, Gian Vincenzo Zuccotti, Irene Daniele, Gianluca Lista, Barbara Scelsa","doi":"10.1089/g4h.2023.0078","DOIUrl":"10.1089/g4h.2023.0078","url":null,"abstract":"<p><p><b><i>Background:</i></b> Premature children are at increased risk of executive functions (EF) deficits and these difficulties persist into adolescence and adulthood, potentially undermining their development and academic achievements. The aim of the present randomized controlled trial (RCT) is to evaluate the efficacy of the Intendu trainer, an adaptive virtual reality platform, at ameliorating EF in preterm children. <b><i>Methods:</i></b> A single-center, RCT was conducted. The intervention group was exposed to game session with the Intendu software in addition to the standard of care in use in our center. The main outcome was the proportion of children with a 10-point increase in the processing speed quotient as measured by WPPSI-III after 4 weeks from the baseline assessment. <b><i>Results:</i></b> Forty-seven children born before 36 + 5 weeks were randomized to the experimental (<i>n</i> = 24) or control arm (<i>n</i> = 23). Five children were lost to follow-up. Thirteen of 23 children (56%) reached the main outcome in the experimental group and 5 of 19 (26%) in the control group (<i>P</i> = 0.049, per-protocol analysis) with an absolute benefit increase (ABI) of 30% reconfirmed by the intention-to-treat analysis (<i>P</i> = 0.022, ABI of 32%). <b><i>Conclusion:</i></b> Intendu brain-trainer showed promising short-term results on EF in pre-term children, however, larger studies with longer periods of follow-up are warranted to better investigate the role of this or similar technology in promoting better EF in preterm children.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"346-353"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140872923","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}
{"title":"Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach.","authors":"Kun-Lin Wu, Yu-Han Wang, Yung-Chun Hsu, Yen-Che Shu, Chung-Hua Chu, Chun-An Lin","doi":"10.1089/g4h.2023.0097","DOIUrl":"10.1089/g4h.2023.0097","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Although some serious games have been developed for physical therapy, little work has been conducted through a participatory design approach. Therefore, a game prototype was developed, which involved related stakeholders in the design process. <b><i>Materials and Methods:</i></b> The iterative participatory design process was adopted with the input of 18 patients with frozen shoulder symptoms, 4 health professionals, 2 game designers, and 5 researchers in an iterative process to design, test, and evaluate the game prototype. In total, 17 patients participated in the interviews to explore their needs and desires for a serious game. The health professionals participated in the interviews to understand the medical requirement and experience pertaining to frozen shoulder and were included in the workshop to give feedback on the game prototype. At the conclusion of the iterative design process, a Kinect-based prototype game with three levels was used for a case study with one patient who was diagnosed with frozen shoulder and has been receiving medical treatment in the hospital. <b><i>Results:</i></b> Based on the outcomes derived from data collected among diverse stakeholders, the prototype game underwent iterative development by the team and was assessed by a participant with frozen shoulder symptoms. Findings revealed that the participant demonstrated enhanced shoulder mobility and a reduction in pain intensity, despite the lack of significant improvement for health-related quality of life. Nevertheless, the participant reported a positive experience with the prototype game. <b><i>Conclusion:</i></b> This study underscores the importance of involving diverse stakeholders in the development process to create more effective and user-centric serious games for rehabilitation. The participatory approach, exemplified by the prototype game, demonstrates potential improvements in both user experience and overall effectiveness during the rehabilitation process.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"335-345"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141459852","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}
{"title":"The Impact of Gamified Auditory-Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages.","authors":"Yan Xiang, Zhen Zhang, Danni Chang, Lei Tu","doi":"10.1089/g4h.2023.0213","DOIUrl":"10.1089/g4h.2023.0213","url":null,"abstract":"<p><p><b><i>Background:</i></b> Auditory-verbal training is essential for children with hearing challenges, and the gamification approach has become a promising direction for improving the rehabilitation experience and effect. However, the specific influence of the gamified training approach on participants at different rehabilitation stages has not been empirically studied, especially in the practical training effect caused by gamified interventions and the varying influence on children with different rehabilitation status. <b><i>Objective:</i></b> This article is thus intended to investigate the following research questions: (1) do the training performances of children at advanced rehabilitation stage differ before and after using the gamified training system? (2) Do the training performances of children at intermediate rehabilitation stage differ before and after using the gamified training system? (3) Do children enjoy the gamified training approach? <b><i>Methods:</i></b> For the purpose, a digital gamified auditory-verbal training system was originally developed, and a series of user experiments were organized. The training performance of 31 hearing-challenged children was assessed, and interviews with six professional therapists were conducted. <b><i>Results:</i></b> It can be found that generally the gamified training approach can effectively facilitate the training experience and help with the basic auditory memory and expression capabilities. Moreover, it is feasible to be applied in practical training due to the high customization of digital training contents, multimodal interactive training means, and highly enjoyable training experience. <b><i>Conclusions:</i></b> Regarding the specific influence, the gamified way can better improve the basic auditory-verbal performance of children at the intermediate stage since the focus is more on the ease of learning and adaption to the training system. While for children at the advanced rehabilitation stage, the precise training and professional training contents are more in demand, it is not easy to achieve quick improvements. These findings and conclusions can provide insights for further explorations and applications of the gamification approach in children's auditory-verbal rehabilitation. This study was approved by the Institutional Review Board (IRB) of Shanghai Jiao Tong University with the approval number H2022213P.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"365-378"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141162951","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}
Wang Mingxuan, Han Ting, Zhang Chenqi, Zhao Ningning, Chen Hao, Zheng Hongtao, Li Shuo, Ge Yang
{"title":"Using a Biofeedback-Based Mindfulness Practice System to Enhance Mindfulness and Alleviate Anxiety in College Students: A Randomized Controlled Trial.","authors":"Wang Mingxuan, Han Ting, Zhang Chenqi, Zhao Ningning, Chen Hao, Zheng Hongtao, Li Shuo, Ge Yang","doi":"10.1089/g4h.2024.0041","DOIUrl":"10.1089/g4h.2024.0041","url":null,"abstract":"<p><p><b><i>Objective:</i></b> College students experience intense anxiety, for which biofeedback mindfulness techniques show effectiveness in relief. However, typical biofeedback products often lead to user fatigue and boredom because of a single or fixed feedback and lack of focus on mindfulness enhancement. <b><i>Materials and Methods:</i></b> In this research, we developed Mindjourney, a VR-based respiratory feedback mindfulness system, designed to enhance mindfulness and alleviate anxiety through continuous/noncontinuous feedback and nonjudgmental reward/punishment for self-perception and attention management. A randomized controlled trial involved 72 college students, split equally into short-term (<i>n</i> = 34, age: 23.11 ± 1.729) and 4-week long-term (<i>n</i> = 38, age: 24.12 ± 1.408) groups, with equal randomization for intervention and control groups. Pre/postintervention tests were measured by using Trait Anxiety Inventory (TAI) and Five Facet Mindfulness Questionnaire (FFMQ) for long-term groups and Galvanic Skin Response and State Anxiety Inventory (SAI) for short-term groups. <b><i>Results:</i></b> Results showed that the long-term intervention group showed a significant increase in mindfulness (<i>P</i> = 0.001 for FFMQ total score). Furthermore, <i>observe</i> and <i>act with awareness</i> subscales showed significant increase after intervention (<i>P</i> = 0.034 for <i>observe</i>, <i>P</i> < 0.001 for <i>act with awareness</i>) compared with the control group. Both intervention groups demonstrated a significant decrease in anxiety levels compared with the control groups (<i>P</i> = 0.049 for SAI, <i>P</i> = 0.01 for TAI). Moreover, participants expressed high interest in this biofeedback mindfulness system and willingness for long-term usage. <b><i>Conclusion:</i></b> The proposed biofeedback mindfulness practice system could potentially facilitate mindfulness practice and serve as a convenient tool for anxiety relief in campus college students.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"379-388"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141162952","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}
Sella A Provan, Sigbjørn Litleskare, Ole Einar Flaten, Henning Pettersen, Linda Røset, Giovanna Calogiuri
{"title":"Participatory Development of a Virtual Reality Exercise Program for People with Chronic Pain.","authors":"Sella A Provan, Sigbjørn Litleskare, Ole Einar Flaten, Henning Pettersen, Linda Røset, Giovanna Calogiuri","doi":"10.1089/g4h.2023.0229","DOIUrl":"10.1089/g4h.2023.0229","url":null,"abstract":"<p><p><b><i>Background:</i></b> By describing how a participatory process led to changes in the design of a study of a virtual reality (VR)-guided exercise and mindfulness intervention tailored to people with chronic musculoskeletal pain, this article makes the case for including end user at an early stage when planning research within this field. <b><i>Methods:</i></b> A multidisciplinary panel including end-user representatives, researcher, clinicians, and VR developers participated in a 1-day workshop to design a randomized study and a VR-guided intervention. <b><i>Results:</i></b> Through the participatory process, changes were made to the original study design with respect to experimental design, duration, content of VR interventions and mode of delivery. <b><i>Conclusion:</i></b> This case exemplifies the importance of including end-user participants in the early phases of planning VR interventions for people with chronic pain.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"332-334"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140337218","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}
Maartje D Stutvoet, Lisa Levelt, Micah M Hrehovcsik, Job Van't Veer, Valentijn T Visch, Wichor M Bramer, Manon H J Hillegers, Remco C Veltkamp, Sanne L Nijhof, Fernando Estévez-López
{"title":"Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review.","authors":"Maartje D Stutvoet, Lisa Levelt, Micah M Hrehovcsik, Job Van't Veer, Valentijn T Visch, Wichor M Bramer, Manon H J Hillegers, Remco C Veltkamp, Sanne L Nijhof, Fernando Estévez-López","doi":"10.1089/g4h.2023.0111","DOIUrl":"10.1089/g4h.2023.0111","url":null,"abstract":"<p><p>This systematic review primarily aims to provide a summary of the game mechanics implemented in eHealth tools supporting young people's self-management of their chronic diseases. This review secondarily investigates the rationale for implementing game mechanics and the effects of these tools. A systematic search was conducted in Embase, Medline, PsycINFO, and Web of Science, from inception until August 30, 2022. Studies were eligible if focus was on the utilization of gamification in eHealth self-management interventions for young people (age = 10-25 years) with chronic diseases. Primary quantitative, qualitative, and mixed-method studies written in English were included. We identified 34 eHealth tools, of which 20 (59%) were gamified tools and 14 (41%) were serious games. We found that 55 unique game mechanics were implemented. The most commonly used were <i>rewards</i> (50%), <i>score</i> (44%), <i>creative control</i> (41%), and <i>social interaction</i> (32%). In comparison with gamified tools, the number and diversity of game mechanics applied were higher in serious games. For most tools (85%), a general rationale was provided for utilizing gamification, which often was to promote engaging experiences. A rationale for using specific game mechanics was less commonly provided (only for 45% of the game mechanics). The limited availability of experimental research precludes to test the effectiveness of using gamification in eHealth to support self-management in young people with chronic diseases. In this study, we highlight the importance of reporting the rationale for utilizing specific game mechanics in eHealth tools to ensure a proper alignment with evidence-based practice and the need of conducting experimental research. PROSPERO: CRD42021293037.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"314-331"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141433100","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}
Antonio Melillo, Sarah Rachedi, Giuseppe Caggianese, Luigi Gallo, Patrizia Maiorano, Francesca Gimigliano, Fabio Lucidi, Giuseppe De Pietro, Maurizio Guida, Antonio Giordano, Andrea Chirico
{"title":"Synchronization of a Virtual Reality Scenario to Uterine Contractions for Labor Pain Management: Development Study and Randomized Controlled Trial.","authors":"Antonio Melillo, Sarah Rachedi, Giuseppe Caggianese, Luigi Gallo, Patrizia Maiorano, Francesca Gimigliano, Fabio Lucidi, Giuseppe De Pietro, Maurizio Guida, Antonio Giordano, Andrea Chirico","doi":"10.1089/g4h.2023.0202","DOIUrl":"10.1089/g4h.2023.0202","url":null,"abstract":"<p><p><b><i>Background:</i></b> Labor is described as one of the most painful events women can experience through their lives, and labor pain shows unique features and rhythmic fluctuations. <b><i>Purpose:</i></b> The present study aims to evaluate virtual reality (VR) analgesic interventions for active labor with biofeedback-based VR technologies synchronized to uterine activity. <b><i>Materials and Methods:</i></b> We developed a VR system modeled on uterine contractions by connecting it to cardiotocographic equipment. We conducted a randomized controlled trial on a sample of 74 cases and 80 controls during active labor. <b><i>Results:</i></b> Results of the study showed a significant reduction of pain scores compared with both preintervention scores and to control group scores; a significant reduction of anxiety levels both compared with preintervention assessment and to control group and significant reduction in fear of labor experience compared with controls. <b><i>Conclusion:</i></b> VR may be considered as an effective nonpharmacological analgesic technique for the treatment of pain and anxiety and fear of childbirth experience during labor. The developed system could improve personalization of care, modulating the multisensory stimulation tailored to labor progression. Further studies are needed to compare the synchronized VR system to uterine activity and unsynchronized VR interventions.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"389-396"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141301863","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}
{"title":"Rosalind Franklin Society Proudly Announces the 2023 Award Recipient for <i>Games for Health Journal</i>.","authors":"Rebeca Gliosci","doi":"10.1089/g4h.2024.15435.rfs2023","DOIUrl":"https://doi.org/10.1089/g4h.2024.15435.rfs2023","url":null,"abstract":"","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"13 5","pages":"313"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142477595","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}
Marat Assanovich, Oleg Skugarevsky, Mikhail Kaspartov, Andrew Sokol
{"title":"Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study.","authors":"Marat Assanovich, Oleg Skugarevsky, Mikhail Kaspartov, Andrew Sokol","doi":"10.1089/g4h.2023.0122","DOIUrl":"10.1089/g4h.2023.0122","url":null,"abstract":"<p><p><b><i>Aim of the Study:</i></b> The primary objective was to evaluate the potential impact of the Goodville farm game on depressive symptoms. <b><i>Methods:</i></b> The Goodville game, characterized by its unique farming features, incorporates elements of emotional well-being and various mental health assessment tools, enabling players to monitor and improve their emotional state. Using self-reported Patient Health Questionnaire-8 (PHQ-8) data from 1717 US and UK players, changes were monitored weekly over a 6-week period. The study focused on the game's ability to integrate emotional well-being elements and various mental health assessments to facilitate self-monitoring and improvement of players' emotional states. <b><i>Results:</i></b> There was a significant overall time effect (<i>F</i> = 154.498, df = 1711, <i>P</i> < 0.001), indicating a moderate-to-large effect size, with progressive decreases in PHQ-8 scores throughout the period. About 60% of players reported reduced depressive symptom severity, with around 35% experiencing complete symptom relief. More significant improvements were observed in players with higher initial severity. No correlations were found between symptom changes and demographic data or the number of active playing days. <b><i>Conclusion:</i></b> Goodville demonstrates potential as a digital mental health intervention in reducing depressive symptoms through its specific characteristics designed to improve emotional well-being. The study emphasizes the need to consider baseline severity and highlights the therapeutic promise of authentic farming game features. Despite the absence of a control group, the findings contribute meaningful insights into digital interventions for mental health care and set a direction for future studies to validate and expand upon these results.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"354-364"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141077060","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}
{"title":"Effectiveness of Serious Games in Evaluating Cognitive Status of the Elderly: A Systematic Review And Meta-Analysis.","authors":"Farveh Sabermahani,Mostafa Almasi-Dooghaee,Abbas Sheikhtaheri","doi":"10.1089/g4h.2023.0106","DOIUrl":"https://doi.org/10.1089/g4h.2023.0106","url":null,"abstract":"Early diagnosis of mild cognitive impairment (MCI) and Alzheimer's disease (AD) is very important in better management of these diseases, and serious games play an effective role in helping to diagnose these diseases more accurately owing to their innovative features. With respect to the diversity of available games, the purpose of this study was to investigate the effectiveness of using serious games to assess the cognitive status of the elderly at risk of MCI/AD. A systematic review was conducted and the correlation of serious game results with cognitive test scores were extracted from eligible studies for meta-analysis. We analyzed the correlation between the results of serious games with the scores of mini-mental state examination (MMSE), Addenbrooke's Cognitive Examination-revised edition (ACE-R), and Montreal Cognitive Assessment (MoCA) tests to evaluate cognitive status of the elderly at risk of MCI/AD, as well as the cognitive aspects examined by these tests. The random-effects model was used to obtain the overall correlation coefficient to assess the relationship between the results of serious games and the above mentioned paper-and-pencil tests. The correlation of game results with the MMSE, ACE-R, and MoCA was 0.604, 0.682, with 0.682, respectively. The correlation between the results of the games with the score of each cognitive aspect was also calculated. Overall, there is a positive correlation between serious game scores in terms of accurate patients' reactions with the scores of MMSE, ACE-R, and MoCA tests. Among the cognitive aspects, the highest correlation was obtained for fluency (0.591). For abstraction, however, the correlation was the lowest (0.036). In all three tests, the correlation was >0.6 and in cognitive aspects was <0.6. Thus, more studies should be conducted to develop serious games that are more in line with cognitive tests.","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"38 1","pages":""},"PeriodicalIF":3.5,"publicationDate":"2024-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142259450","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}