Games for Health Journal最新文献

筛选
英文 中文
Investigation of the Effect of Second-Generation Virtual Reality Interventions on Hot and Cold Executive Functions in Children with Attention-Deficit/Hyperactivity Disorder: Single-Blind Randomized Controlled Study. 第二代虚拟现实干预对注意缺陷/多动障碍儿童冷热执行功能影响的单盲随机对照研究
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-04-08 Epub Date: 2025-09-22 DOI: 10.1177/2161783X251378645
Emine Cansu Güler, Barkın Köse, Rahime Duygu Temeltürk, Kübra Dilara Aynigül, Serkan Pekçetin, Didem Behice Öztop
{"title":"Investigation of the Effect of Second-Generation Virtual Reality Interventions on Hot and Cold Executive Functions in Children with Attention-Deficit/Hyperactivity Disorder: Single-Blind Randomized Controlled Study.","authors":"Emine Cansu Güler, Barkın Köse, Rahime Duygu Temeltürk, Kübra Dilara Aynigül, Serkan Pekçetin, Didem Behice Öztop","doi":"10.1177/2161783X251378645","DOIUrl":"10.1177/2161783X251378645","url":null,"abstract":"<p><strong>Objective: </strong>The aim of this study was to examine the effects of the second-generation virtual reality intervention (SG-VRI) on the hot and cold executive functions (EFs) of children with attention-deficit/hyperactivity disorder (ADHD).</p><p><strong>Methods: </strong>Seventy children were included in the study and randomly divided into control (<i>n</i> = 35) and intervention (<i>n</i> = 35) groups. Stroop TBAG Form, Trail Making Test, and Childhood Executive Functioning Inventory were administered to the participants before SG-VRI. SG-VRI was applied to the intervention group as two sessions per week for 8 weeks. During this period, the control group did not receive any intervention.</p><p><strong>Results: </strong>At the end of these 8 weeks, assessment tests were administered to both groups again. The final results showed that the SG-VRI was effective in improving hot and cold EF skills of children with ADHD (<i>P</i> < 0.05).</p><p><strong>Conclusion: </strong>We believe that the use of virtual reality interventions may be effective in the cognitive rehabilitation processes of children with ADHD.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"106-113"},"PeriodicalIF":2.8,"publicationDate":"2026-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145114726","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
Playing to Connect: Development of a Gaming Motivation Scale and Exploration of Social Benefits Among the Blind and Visually Impaired. 游戏连接:盲人和视障人士游戏动机量表的开发和社会效益的探索
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-04-08 Epub Date: 2025-11-21 DOI: 10.1177/2161783X251393532
Yongjie Yue, Qiaolei Jiang, Dong Liu, Peixuan Cui, Junming Yi
{"title":"Playing to Connect: Development of a Gaming Motivation Scale and Exploration of Social Benefits Among the Blind and Visually Impaired.","authors":"Yongjie Yue, Qiaolei Jiang, Dong Liu, Peixuan Cui, Junming Yi","doi":"10.1177/2161783X251393532","DOIUrl":"10.1177/2161783X251393532","url":null,"abstract":"<p><strong>Purpose: </strong>Despite increasing research on blind and visually impaired (BVI) gamers, little is known about their motivations, gaming time, and the social benefits of online games. This study investigated gaming motivation and gaming time of BVI players, as well as their associations with well-being, using a popular massively multiplayer online role-playing game (MMORPG) as an example. It also examined the relationships between different types of visual impairments, gaming motivation, time, and well-being.</p><p><strong>Methods: </strong>Based on a review of existing literature on the potential effects of online games on people with BVI, this study used a mixed-methods approach. Semi-structured interviews with 21 participants were conducted to gather in-depth qualitative insights. Questionnaires were administered to a total sample of 209 participants, both online and offline, to collect quantitative data.</p><p><strong>Results: </strong>A motivation scale specific to BVI gamers in MMORPG was developed and validated. Six motivations were identified and verified: fun, relationship initiation, relationship maintenance, venting emotions, killing time, and achievement. Fun and killing time positively predicted well-being, whereas venting emotions and relationship maintenance negatively predicted well-being. Total gaming time was positively associated with self-esteem. Totally blind and those with acquired impairments tend to spend more time on gaming, highlighting interesting nuances in gaming behaviors within the BVI community.</p><p><strong>Conclusions: </strong>This study provides insight into the relationship between online gaming and well-being of BVI individuals. These findings underscore the importance of further research and the development of inclusive gaming environments that enhance the well-being of BVI players.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"122-131"},"PeriodicalIF":2.8,"publicationDate":"2026-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145641128","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
NutriMine: Evaluation of a Serious Game Modification for Minecraft Aimed at Educating and Promoting a Healthy Diet. NutriMine:对《我的世界》游戏修改的评估,旨在教育和促进健康饮食。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-03-10 DOI: 10.1177/2161783X251378527
Christoph Aigner, Kilian Köck, René Baranyi, Sylvia Winkler, Katharina Weindl, Carina Arnberger, Thomas Grechenig
{"title":"NutriMine: Evaluation of a Serious Game Modification for Minecraft Aimed at Educating and Promoting a Healthy Diet.","authors":"Christoph Aigner, Kilian Köck, René Baranyi, Sylvia Winkler, Katharina Weindl, Carina Arnberger, Thomas Grechenig","doi":"10.1177/2161783X251378527","DOIUrl":"10.1177/2161783X251378527","url":null,"abstract":"<p><strong>Background: </strong>Overweight and obesity are growing concerns and significant risk factors for noncommunicable diseases, especially in industrialized nations, necessitating innovative intervention strategies. Serious games designed to provide education and effectively promote behavior change have emerged as a potential solution.</p><p><strong>Methods: </strong>This research assesses a serious game developed as a modification of the popular video game \"Minecraft\" called \"NutriMine.\" This modification was created based on identified requirements from a nutrition expert through a qualitative interview and a preliminary evaluation conducted in a pilot study with 11 users. Additionally, a playtest and evaluation with 20 participants from the target group, incorporating the user engagement scale (UES), system usability scale (SUS), and game experience questionnaire (GEQ), was conducted.</p><p><strong>Results: </strong>The results indicated a satisfactory level of engagement. Overall, findings also revealed positive feedback concerning the SUS (75% of participants scored above 70) and UES (75% of participants scored above 3), with most results positioned in the upper half for both scales. The evaluation using the GEQ yielded generally positive outcomes, with minor concerns related to \"competence,\" \"flow,\" and \"immersion\" due to the varying levels of Minecraft experience among participants. The combined results of the evaluation led to the formulation of requirements for a serious game modification in the area of nutrition.</p><p><strong>Conclusion: </strong>The results highlight the modification's potential for larger-scale use as an effective behavior change tool for individuals seeking to maintain a healthy diet.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"2161783X251378527"},"PeriodicalIF":2.8,"publicationDate":"2026-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145076327","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
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
{"title":"The Wii-Volution in Rehabilitation, A Legacy Interrupted.","authors":"Bruno Bonnechère, Judith Deutsch","doi":"10.1177/2161783X251397929","DOIUrl":"10.1177/2161783X251397929","url":null,"abstract":"<p><p>This perspective explores the transformative impact of the Nintendo Wii on rehabilitation practices and the challenges arising from its discontinuation. The Wii's motion-sensing technology revolutionized rehabilitation by providing an engaging, low-cost and accessible platform for various patient populations. Its success catalysed the development of serious games and exergames specifically designed and adapted for therapeutic purposes. Research has demonstrated the Wii's efficacy in improving balance, motor function, and patient engagement across multiple conditions, including stroke, Parkinson's disease, and cerebral palsy. However, the Wii's discontinuation has created a significant void in the rehabilitation landscape, raising concerns about the sustainability of technology-driven therapies. This non-empirical paper examines the Wii's novelty, its influence on rehabilitation techniques, and the critical need for innovative solutions to address the gap left by its absence. We emphasize the importance of continued collaboration between the gaming and healthcare industries to develop accessible, affordable, and effective rehabilitation technologies that build upon the Wii's legacy.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"14-18"},"PeriodicalIF":2.8,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145551450","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
Randomized Controlled Trial of Starship Rescue: A Cognitive Behavior Therapy and Biofeedback-Based Computer Game to Treat Anxiety in Children and Young People with Long-Term Physical Conditions. 星际飞船救援的随机对照试验:认知行为疗法和基于生物反馈的电脑游戏治疗患有长期身体疾病的儿童和青少年的焦虑。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-02-01 Epub Date: 2026-02-10 DOI: 10.1177/2161783X251361933
Hiran Thabrew, Harshali Kumar, Tarique Naseem, Chris Frampton, Karolina Stasiak, Sally Merry
{"title":"Randomized Controlled Trial of Starship Rescue: A Cognitive Behavior Therapy and Biofeedback-Based Computer Game to Treat Anxiety in Children and Young People with Long-Term Physical Conditions.","authors":"Hiran Thabrew, Harshali Kumar, Tarique Naseem, Chris Frampton, Karolina Stasiak, Sally Merry","doi":"10.1177/2161783X251361933","DOIUrl":"10.1177/2161783X251361933","url":null,"abstract":"<p><strong>Objectives: </strong>This study was undertaken to investigate the comparative efficacy of a cognitive behavior therapy and biofeedback-based computer game (Starship Rescue: Vortex of Anxiety [SRVA]) and placebo well-being-focused computer game (Starship Rescue: Voyage of Wellness) for reducing symptoms of anxiety and improving quality of life among children and young people aged 8-18 with long-term physical conditions (LTPCs).</p><p><strong>Materials and methods: </strong>A randomized controlled trial was conducted with 60 participants (30 per arm). Primary outcomes were change in anxiety symptoms on the Generalized Anxiety Disorder 7-item (GAD-7) and Spence Children's Anxiety Scale (SCAS) at 4 weeks. Secondary outcomes were changes in anxiety symptoms at 3 months; changes in quality of life using the Pediatric Quality of Life Inventory (PedsQL) at 4 weeks and 3 months; and acceptability of SRVA recorded at 4 weeks.</p><p><strong>Results: </strong>Participants in both groups experienced reduced anxiety (from a moderate to mild level) and improved quality of life at 4 weeks and 3 months. There were no significant group differences or time-by-group interactions observed for GAD-7, SCAS, or PedsQL. While SRVA was broadly acceptable, some suggestions for improvement of content and design were provided by users.</p><p><strong>Conclusions: </strong>Although this is the second study to demonstrate that SRVA can reduce levels of anxiety in children and young people with LTPC, previous questions regarding its efficacy and component-related benefits and new questions regarding the clinical value of physical health-oriented eHealth interventions remain unanswered. Further research is needed before SRVA can be recommended for clinical use.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"42-49"},"PeriodicalIF":2.8,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144856749","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Digital Games for Cognitive Enhancement in Healthy Older Adults: A Scoping Review. 数字游戏对健康老年人认知增强的作用:范围审查。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-02-01 Epub Date: 2025-12-19 DOI: 10.1177/2161783X251397928
Seung Jin Chung, Ji-Young An, Jinkyung Paik, Sun Joung Leigh An
{"title":"Digital Games for Cognitive Enhancement in Healthy Older Adults: A Scoping Review.","authors":"Seung Jin Chung, Ji-Young An, Jinkyung Paik, Sun Joung Leigh An","doi":"10.1177/2161783X251397928","DOIUrl":"10.1177/2161783X251397928","url":null,"abstract":"<p><p>Cognitive decline in older adults is a significant public health concern that impacts quality of life. Digital games have emerged as accessible interventions with potential cognitive benefits for this population. This scoping review examines studies evaluating the effects of digital games on cognition in older adults. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses 2020 guidelines, a systematic search identified 28 studies involving 1201 participants (mean age = 71.57 years). The interventions ranged from computer-based games-systems incorporating physical activity, such as Nintendo consoles, kinetic devices, and virtual reality. Cognitive outcomes were assessed across several domains, including executive function, memory, attention, processing speed, and language. Motor skills and executive function showed the greatest improvements; however, mixed outcomes were observed for other domains. Factors such as game complexity and participant demographics influenced variability, with complex games yielding greater benefits and device type having minimal impact. These findings suggest that digital games can be used as cognitive interventions for healthy older adults, particularly for executive function. Simultaneously, variability in results highlights the need for tailored interventions and optimized game design. Future research should explore long-term efficacy, the role of game complexity, and intervention characteristics-maximize therapeutic potential.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"1-13"},"PeriodicalIF":2.8,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145574559","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
Be Ahead of the Game! A Systematic Review on Serious Games Aiming to Enhance Hospital Management Knowledge and Health Care Administrative Skills Acquisition. 走在游戏的前面!旨在提高医院管理知识和卫生保健管理技能习得的严肃游戏的系统回顾。
IF 2.8 3区 医学
Games for Health Journal Pub Date : 2026-02-01 Epub Date: 2026-02-18 DOI: 10.1177/2161783X251361157
Vasiliki Eirini Chatzea, Costas Panagiotakis, Nikolas Vidakis, John Fanourgiakis
{"title":"Be Ahead of the Game! A Systematic Review on Serious Games Aiming to Enhance Hospital Management Knowledge and Health Care Administrative Skills Acquisition.","authors":"Vasiliki Eirini Chatzea, Costas Panagiotakis, Nikolas Vidakis, John Fanourgiakis","doi":"10.1177/2161783X251361157","DOIUrl":"10.1177/2161783X251361157","url":null,"abstract":"<p><p>Serious games are pedagogic tools aiming to serve educational or informative purposes by incorporating fun aspects of games with serious elements of learning. Serious games are an emerging trend in medical and nursing education since they provide the ideal opportunity to increase knowledge and enhance decision-making and problem-solving skills by actively involving learners. However, serious game initiatives on hospital management education have been given less attention. This is the first contemporary systematic review addressing the significant research gap by synthesizing existing evidence on serious games in the hospital management field, to highlight their potential in enhancing managerial and administrative skills. Robust search algorithms were implemented in Scopus and PubMed yielding 892 results. Overall, 36 serious games emerged with half of them being digital. Regarding game design, most were multiplayer games, while several required team collaboration. Serious games' main learning target was categorized according to Katz's three-skill approach for effective administration, including technical, interpersonal, and conceptual skills acquisition. Serious game learning activity type, teaching subject, and geographical distribution were also explored. The findings stimulate interest and increase awareness of using serious games to enhance hospital personnel's knowledge and skills in managerial roles and administrative processes. Furthermore, the review intended to inspire academics and health care policymakers to convey administrative skills and basic management concepts to various hospital employees and health care/management students through game-based learning.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"28-41"},"PeriodicalIF":2.8,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144733898","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:604180095
Book学术官方微信
小红书