Games for Health JournalPub Date : 2026-02-01Epub Date: 2026-02-18DOI: 10.1177/2161783X251370416
Ross Shegog, Christine Markham, Melissa Peskin, Robert C Addy, Sara Dube, Diane Santa Maria, Susan Tortolero Emery, Johnny M Wilkerson, Elizabeth Baumler, Laura Armistead, Pooja Chaudhary, Hsing-Yi Song, Angela Spencer, Jeffery McLaughlin
{"title":"The \"Secret of Seven Stones\": Short-Term Efficacy of an Online Intergenerational Sexual Health Education Game for Early Adolescents and Their Parents.","authors":"Ross Shegog, Christine Markham, Melissa Peskin, Robert C Addy, Sara Dube, Diane Santa Maria, Susan Tortolero Emery, Johnny M Wilkerson, Elizabeth Baumler, Laura Armistead, Pooja Chaudhary, Hsing-Yi Song, Angela Spencer, Jeffery McLaughlin","doi":"10.1177/2161783X251370416","DOIUrl":"10.1177/2161783X251370416","url":null,"abstract":"<p><strong>Objectives: </strong>Intergenerational games offer a potential channel to impact parent-youth sexual health communication. The \"Secret of Seven Stones\" (SSS) is an 18-level online adventure game and parent website designed to engage parents and youth (11-14 years) in conversations about healthy dating relationships and sexual behavior and to provide sexual health skills training to youth. Study hypotheses were that SSS exposure would increase sexual health parent-child communication, increase youth intentions to delay sexual debut, and reduce youth exposure to situations that promote sexual activity.</p><p><strong>Materials and methods: </strong>SSS was evaluated in the homes of parent-youth dyads randomly assigned to intervention (<i>n</i> = 40) and comparison (<i>n</i> = 45) conditions. Online surveys were used to collect baseline and three-month follow-up data on dyadic sexual health communication, determinants for communication and youth sexual behavior, and game usability ratings.</p><p><strong>Results: </strong>Dyads comprised parents (<i>n</i> = 83, 47% white, 93% female, 44.4 ± 5.8 years) and youth (<i>n</i> = 83, 42% white, 54% male, 12.9 ± 1.1 years, and 96% sexually inexperienced). Frequency of parent-youth sexual health communication and youth communication self-efficacy increased in those playing SSS compared with those in the comparison group (<i>P</i> < 0.01). Youth perceived parent-youth communication as more open and demonstrated significant improvement in condom and human immunodeficiency virus/sexually transmitted infection knowledge and perceptions of parents' beliefs about sex (<0.001). Usability ratings were higher on ease, credibility, and helpfulness (all >78%) but lower on duration and appeal (<56%).</p><p><strong>Conclusion: </strong>This study demonstrated the utility of an in-home intergenerational sexual health education game to impact parent-youth communication by short-term follow-up. Further investigation of longer-term behavioral impact is indicated.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"72-83"},"PeriodicalIF":3.1,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13144563/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145034565","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"To Evaluate the Feasibility of Exergames for Fine Motor Skill Rehabilitation Among Acute Stroke Patients in a Tertiary Hospital: A Quasi-experimental Study.","authors":"Nan Wu, Darshini Devi Rajasegeran, Fazila Aloweni, Shin Yuh Ang, Karen Heslop","doi":"10.1177/2161783X251370423","DOIUrl":"10.1177/2161783X251370423","url":null,"abstract":"<p><strong>Background: </strong>Upper limb (UL) impairments can affect fine motor control, including the ability to grasp and manipulate objects. Exergames, an innovative and technology-driven intervention, may enhance patient engagement and adherence to rehabilitation exercises. However, there is limited evidence assessing their feasibility in the acute care setting, immediate post-stroke.</p><p><strong>Aim: </strong>This study aimed to evaluate the feasibility of exergames among acute and subacute stroke survivors and to identify factors influencing their acceptability and usability.</p><p><strong>Methods: </strong>A quasi-experimental, one-group post-test design was employed, with convenience sampling to recruit acute and subacute stroke patients experiencing UL impairments. Participants engaged in two exergames, \"Fishing\" and \"Brave Bird,\" at least once. These games were specifically designed to promote improved hand and finger movement. Post-intervention data were collected using the technology acceptance model (TAM) questionnaire, measuring user-friendliness, attitudes, and intentions for future use.</p><p><strong>Results: </strong>A total of 47 participants were recruited, with a mean age of 61.2 years. The overall mean TAM score was 70.72 (±12.64; range: 39-84/84), indicating high acceptance and usability of the exergames. Younger participants showed significantly higher TAM scores (76.24 ± 6.56; <i>P</i> = 0.026). Males had higher scores (72.67 ± 12.75) compared with females (67.95 ± 12.28). Participants with higher education had the greatest TAM scores (77.11 ± 4.44), while bedbound participants reported the lowest scores (45 ± 8.49).</p><p><strong>Conclusions: </strong>Exergames were feasible and acceptable for UL recovery in acute stroke patients. User acceptance varied by age, gender, education, and mobility, emphasizing the need for personalized approaches in designing technology-based rehabilitation interventions.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"64-71"},"PeriodicalIF":2.8,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144974139","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}
Games for Health JournalPub Date : 2026-02-01Epub Date: 2026-02-10DOI: 10.1177/2161783X251360803
Yuxin Wang, Feng Zhang, Zan Gao, Zhanjia Zhang, Wenxi Liu
{"title":"Effects of Virtual Reality-Based Exercise Intervention on College Students' Mood States: An 8-Week Randomized Controlled Trial.","authors":"Yuxin Wang, Feng Zhang, Zan Gao, Zhanjia Zhang, Wenxi Liu","doi":"10.1177/2161783X251360803","DOIUrl":"10.1177/2161783X251360803","url":null,"abstract":"<p><p>This study aimed to evaluate the impact of an 8-week virtual reality (VR)-based exercise intervention on mood states among college students compared with traditional aerobic exercise and a control group. A randomized controlled trial was conducted with 56 participants assigned to one of three groups: VR-based exercise, aerobic exercise, and control group. Participants in the two exercise groups completed two 40-minute sessions per week. Mood states were assessed using the Profile of Mood States scale at baseline, 4 weeks, and 8 weeks. Repeated measures analysis of variance revealed significant time-group interactions for tension, anger, fatigue, depression, vigor, and self-related mood, indicating differential effects across groups. Post hoc analyses showed that the VR-based exercise group demonstrated the most improvements in mood, with significant reductions in overall mood disturbance (<i>P</i> < 0.001, VR group 109.00 ± 3.03; traditional group 118.58 ± 3.12; control group 131.55 ± 4.68), tension (<i>P</i> = 0.004, VR group 10.60 ± 0.70; traditional group 12.00 ± 0.60; control group 15.23 ± 0.99), anger (<i>P</i> = 0.015, VR group 9.00 ± 0.50; traditional group 9.68 ± 0.46; control group 11.91 ± 0.90), and depression (<i>P</i> = 0.011, VR group 7.93 ± 0.42; traditional group 8.47 ± 0.51; control group 11.45 ± 0.83), and a significant increase in vigor (<i>P</i> < 0.001, VR group 22.93 ± 0.80; traditional group 19.74 ± 0.70; control group 17.86 ± 0.67) and self-related mood (<i>P</i> = 0.025, VR group 15.80 ± 0.65; traditional group 14.37 ± 0.43; control group 13.64 ± 0.62). The findings suggest that VR-based exercise offers an engaging, immersive experience that can significantly enhance mood states, potentially outperforming traditional exercise. This study highlights the potential of VR as an effective tool for promoting mental health among college populations.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"19-27"},"PeriodicalIF":2.8,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144718898","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}
Games for Health JournalPub Date : 2026-02-01Epub Date: 2026-02-10DOI: 10.1177/2161783X251370421
Ángela Méndez, María Dolores Navarro, Joan Ferri, Enrique Noé, Roberto Llorens
{"title":"Influence of Demographic and Clinical Factors on Perceived Usability, Presence, Flow, Competence, Pleasant and Unpleasant Sensations, and Utility During Interaction with Virtual Reality Games for Motor and Cognitive Rehabilitation: An Observational Study in Patients with Stroke and Traumatic Brain Injury.","authors":"Ángela Méndez, María Dolores Navarro, Joan Ferri, Enrique Noé, Roberto Llorens","doi":"10.1177/2161783X251370421","DOIUrl":"10.1177/2161783X251370421","url":null,"abstract":"<p><strong>Objective: </strong>User experience plays a crucial role in the interaction with virtual reality systems, especially in rehabilitation games for patients with brain injuries, who often face cognitive and motor challenges. User experience influences factors such as acceptance, engagement, and, importantly, the effectiveness of the intervention, all of which are key to achieving optimal recovery outcomes. While previous studies have examined the experiences of neurological populations, they have often focused on a single construct and used instruments that include irrelevant or confounding items. The objective of this study was to assess the perceived usability, presence, flow, competence, pleasant and unpleasant sensations, and utility of non-immersive virtual reality-based rehabilitation games targeting motor and cognitive functions in patients with stroke and traumatic brain injury.</p><p><strong>Materials and methods: </strong>Thirty adults with stroke or traumatic brain injury interacted with three non-immersive virtual reality games targeting motor and cognitive skills, and then completed standardized instruments assessing the above constructs.</p><p><strong>Results: </strong>The results revealed high usability, strong presence, and a positive flow experience. Participants also reported high levels of competence and pleasant sensations, with low levels of unpleasant sensations, indicating a generally favorable user experience. Utility was positively perceived. Analysis of demographic and clinical factors showed no significant impact of sex on most constructs, although women reported higher flow and enjoyment. Etiology, however, had a significant effect, with patients with traumatic brain injury reporting more positive experiences across all constructs compared to patients with stroke. Neither age nor time since injury significantly influenced the results. These findings highlight the importance of understanding specific user experience constructs and the influence of demographic and clinical factors in designing effective and engaging virtual reality rehabilitation games.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"50-63"},"PeriodicalIF":2.8,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144884081","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}
Jürgen Pripfl, Thomas E Dorner, Christina Fastl, Christoph Gisinger
{"title":"Effects of a BikeRacer Computer Training on Multitasking Ability and Road Security in Older Bicycle Riders.","authors":"Jürgen Pripfl, Thomas E Dorner, Christina Fastl, Christoph Gisinger","doi":"10.1089/g4h.2024.0019","DOIUrl":"10.1089/g4h.2024.0019","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To evaluate the effects of a 4-week \"BikeRacer-Multitasking\" computer-based training program on various outcomes, such as multitasking ability, and performance in complex situations on a bicycle exercise course, in comparison with two active control groups. <b><i>Materials and Methods:</i></b> Randomized controlled study including 56 participants aged 65 years or older. The intervention group (IG) performed 4 weeks of training with the BikeRacer-Multitasking computer game, in which two tasks had to be carried out at the same time: steering a bicycle on a given path, reacting to a target stimulus as quickly as possible, and ignoring three further distractor stimuli. The first control group (CG1) trained with a version of the BikeRacer game without the multitasking component, and the second control group (CG2) played Sudoku. All three groups performed questionnaire-based psychometric performance tests and tasks on a real-life bicycle exercise course twice, before and after the intervention. <b><i>Results:</i></b> Processing speed improved significantly over time in all three groups. Selective attention (correct answers) significantly improved in the IG and CG1, but not in CG2 (<i>P</i> = 0.022 for the interaction). Multitasking ability and divided attention significantly improved in IG, decreased in CG1, and showed no change in CG2 (<i>P</i> = 0.005 for the interaction). All three groups showed significantly better performances in some of the multitasking components in the bicycle course after the training compared with before (no significant group interaction). <b><i>Conclusion:</i></b> BikeRacer-Multitasking game increased the multitasking ability of senior cyclists as well as their performance in complex situations of a bicycle exercise course.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"439-447"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143990672","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":"Efficacy of Biofeedback-Based Serious Game for Pain Alleviation in Middle-Aged and Older Patients with Ovarian Cancer: A Randomized Controlled Trial.","authors":"Fangyuan Chang, Shuang Yang, Yuping Zhang, Changying Tian, Hongqing Xiang","doi":"10.1089/g4h.2024.0128","DOIUrl":"10.1089/g4h.2024.0128","url":null,"abstract":"<p><p><b><i>Background:</i></b> Persistent pain affects many middle-aged and older patients with ovarian cancer. Serious games offer non-pharmacological relief, but their effectiveness and immersion monitoring in this population remain underexplored. <b><i>Objective:</i></b> To evaluate the efficacy of a biofeedback-driven serious game with dynamic difficulty in reducing pain and enhancing immersion. <b><i>Methods:</i></b> A two-arm, single-blinded randomized controlled trial was conducted with 52 participants randomized into an intervention group (biofeedback-driven dynamic-difficulty game) or a control group (fixed-difficulty game). Both groups engaged in a 15-minute gameplay session. The primary outcome was pain intensity, where the secondary outcomes were pain-related anxiety, immersion level, and user experience. <b><i>Results:</i></b> Both groups showed significant reductions in pain intensity and pain-related anxiety from baseline (<i>p</i> < 0.05). No significant between-group differences were observed in these outcomes. The intervention group, however, exhibited a significantly higher average immersion level compared to the control group (<i>p</i> < 0.01; d = 1.08; β = 0.11 [-0.38, 0.60]) . Participants in the intervention group also rated the game as more innovative, interesting, supportive, efficient, and exciting, though slightly more difficult to use. <b><i>Conclusion:</i></b> The biofeedback-based serious game effectively enhances immersion and may support pain and anxiety reduction in older ovarian cancer patients.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"465-472"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144227215","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}
Andreia Maria Novo Lima, Maria Teresa Moreira, Maria Salomé Ferreira, Vítor Parola, Sandra Rodrigues, Jacinta Maria Pisco Alves Gomes, Ana Cristina Corucho Barbeitos Pinto, Maria Manuela Martins, Sara Moreira, Carla Sílvia Fernandes
{"title":"Efficacy of Nintendo Switch Rehabilitation Program for Older Adults: A Quasi-Experimental Study.","authors":"Andreia Maria Novo Lima, Maria Teresa Moreira, Maria Salomé Ferreira, Vítor Parola, Sandra Rodrigues, Jacinta Maria Pisco Alves Gomes, Ana Cristina Corucho Barbeitos Pinto, Maria Manuela Martins, Sara Moreira, Carla Sílvia Fernandes","doi":"10.1089/g4h.2024.0165","DOIUrl":"10.1089/g4h.2024.0165","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To evaluate the effectiveness of Nintendo Switch videogames in promoting the rehabilitation of institutionalized older adults. <b><i>Materials and Methods:</i></b> This quasi-experimental study with a control group followed Strengthening the Reporting of Observational Studies in Epidemiology guidelines to ensure methodological quality. The study included 27 institutionalized older adults aged 60 or over at risk of falling, with a Performance-Oriented Mobility Assessment (POMA) score of 19-28 points. The sample was divided into two groups: an intervention group with 14 participants and a control group with 13. An 8-week rehabilitation program was implemented, consisting of two weekly 60-minute sessions using Nintendo Switch Sport games. Each session included warming up and stretching. The instruments used were the Montreal Cognitive Assessment (MoCA), POMA, Katz Index, Geriatric Depression Scale 15, and State-Trait Anxiety Inventory (STAI). <b><i>Results:</i></b> The sample was made up of 18.5% men and 81.5% women. Significant improvements in dynamic and static balance (POMA, <i>P</i> < 0.001), cognitive status (MoCA, <i>P</i> < 0.01), and independence (Katz, <i>P</i> < 0.05) were observed in the experimental group. Statistically significant differences were found between groups for MoCA (<i>P</i> < 0.05) and STAI (<i>P</i> < 0.05) at baseline and for Katz (<i>P</i> < 0.01) and STAI (<i>P</i> < 0.05) after the intervention. <b><i>Conclusion:</i></b> The Nintendo Switch has proven effective in rehabilitating older adults and promoting active and healthy aging. Implementing exergames can improve balance, independence, and cognitive ability in older adult residents of nursing homes. Supervision by health care professionals is crucial to ensure safety and maximize therapeutic benefits.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"448-455"},"PeriodicalIF":3.1,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144081386","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":"Effects of Serious Games on Memory Improvement in Older Adults Without Obvious Cognitive Impairment: A Systematic Review and Meta-Analysis.","authors":"Yue Li, Shasha Li, Haibing Liu, Lijun Xu, Shufang Liao, Jianyi Bao, Yingxue Xi, Xiaofang Song","doi":"10.1089/g4h.2025.0015","DOIUrl":"10.1089/g4h.2025.0015","url":null,"abstract":"<p><p>Serious games have been integrated into health care, but their effectiveness in enhancing memory among old adults is not yet unanimously determined. This study aimed to analyze the effect of serious games on memory improvement in older adults without obvious cognitive impairment. We searched six electronic databases. All eligible randomized controlled trials were assessed for risk of bias using the Cochrane Collaboration tool. The meta-analysis was conducted to calculate the effect size using the standardized mean difference (SMD) with 95% confidence interval (CI). A total of 18 studies were included in the systematic review and 16 were in the meta-analysis. Serious games had a significant effect on memory (SMD = 0.35, 95% CI: 0.22-0.47; <i>P</i> < 0.001). In subgroup analyses, serious games were categorized into two types: cognitive training games (SMD = 0.42, 95% CI: 0.26-0.58; <i>P</i> < 0.001) and exergames (SMD = 0.22, 95% CI: 0.01-0.43; <i>P</i> = 0.04). Memory was categorized into three types: visuospatial working memory (SMD = 0.77, 95% CI: 0.54-1.00; <i>P</i> < 0.001), verbal memory (SMD = 0.34, 95% CI: 0.08-0.61; <i>P</i> = 0.01), and working memory (SMD = 0.09, 95% CI: -0.09 to 0.27; <i>P</i> = 0.35). There were two types of control groups: the blank control (SMD = 0.35, 95% CI: 0.15-0.54; <i>P</i> < 0.001) and the active control (SMD = 0.35, 95% CI: 0.18-0.51; <i>P</i> < 0.001). Serious games can improve memory among older adults without obvious cognitive impairment, with varying effects on different memory types.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"429-438"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144235549","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}
Azael J Herrero, Esther C Argente, Alfonso Lahuerta, Elvira Jensen-Casado, Miriam Herrero-Martín, José M Sacristán-Rodríguez, Elisa Bullón-Benito, Cristina Aldavero, Raquel Martínez-Sinovas
{"title":"Impact of Modern Board Games on Executive Functions and Quality of Life in the Elderly: A Randomized Controlled Trial.","authors":"Azael J Herrero, Esther C Argente, Alfonso Lahuerta, Elvira Jensen-Casado, Miriam Herrero-Martín, José M Sacristán-Rodríguez, Elisa Bullón-Benito, Cristina Aldavero, Raquel Martínez-Sinovas","doi":"10.1089/g4h.2024.0195","DOIUrl":"10.1089/g4h.2024.0195","url":null,"abstract":"<p><p><b><i>Purpose:</i></b> This study aimed to assess the effects of modern board games (MBG) on executive functions, quality of life, and volitional behaviors in elderly individuals residing in nursing homes. <b><i>Methods:</i></b> A 12-week randomized controlled trial was conducted in a nursing home with 30 participants (age = 83.2 years). Participants were randomly assigned to either the experimental group (EG; <i>n</i> = 16) or the control group (CG; <i>n</i> = 14). The EG engaged in twice-weekly MBG sessions facilitated by trained professionals, while the CG continued with their usual activities without additional interventions. Cognitive performance was assessed using the Cambridge Cognitive Examination (CAMCOG-R) and the Test of the Paths (TESEN). Quality of life was evaluated using the FUMAT scale, and volitional behaviors were measured using the Volitional Questionnaire. <b><i>Results:</i></b> The EG demonstrated significant improvements in executive functions, including comprehension (9.9%, <i>P</i> < 0.05), remote memory (22.6%, <i>P</i> < 0.05), and attention and calculation (83.3%, <i>P</i> < 0.05), as measured by the CAMCOG-R. No significant changes were observed in the TESEN test. The EG also showed significant gains in quality of life, with improvements in emotional well-being (5.0%, <i>P</i> < 0.01), interpersonal relationships (15.4%, <i>P</i> < 0.05), personal development (7.5%, <i>P</i> < 0.001), and social inclusion (6.3%, <i>P</i> < 0.001) on the FUMAT scale. Volitional behaviors, particularly competence (7.1%, <i>P</i> < 0.05), also improved significantly in the EG. <b><i>Conclusion:</i></b> MBG offer a promising nonpharmacological intervention to enhance executive functions, quality of life, and volitional behaviors in elderly individuals in nursing homes. The structured facilitation of these games, tailored to participants' cognitive levels, may support cognitive stimulation and foster social engagement in this population.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"456-464"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144086873","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}
Games for Health JournalPub Date : 2025-12-01Epub Date: 2025-07-22DOI: 10.1177/2161783X251360443
Mehmet Sönmez, Şebnem Avcı, Fatma Şimşek, Fatih Baygutalp
{"title":"Nonimmersive Virtual Reality-Based Exercises Improve Muscle Excitability and Balance in Patients with Knee Osteoarthritis: A Sham-Controlled Study.","authors":"Mehmet Sönmez, Şebnem Avcı, Fatma Şimşek, Fatih Baygutalp","doi":"10.1177/2161783X251360443","DOIUrl":"10.1177/2161783X251360443","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Pain, decreased muscle strength, regression in activities of daily living (ADL), narrowing of joint range of motion (ROM), impairment of proprioceptive sense, and deterioration in static-dynamic balance are frequently observed in knee osteoarthritis (KOA). The aim of this study is to examine the effect of nonimmersive virtual reality (NIVR) application on muscle excitability and motor neuron pool activation level around the knee, balance, proprioception, physical function level, independence levels in ADL, muscle endurance, and patient satisfaction in patients with KOA. <b><i>Materials and Methods:</i></b> Forty patients with KOA were randomized to an experimental group (EG; <i>n</i> = 20) and a sham-controlled group (SG; <i>n</i> = 20). The EG received 45 minutes of traditional physiotherapy and 30 minutes of NIVR-based exercises for 3 weeks, 5 days a week, while the SG received traditional physiotherapy and a sham virtual reality (VR) application for 30 minutes for the same period. Primary outcomes were muscle excitability (maximal voluntary contraction [MVC]), motor neuron pool activation level, and balance. Secondary outcomes included proprioception, endurance, independence in ADL, pain level, physical functional condition (Western Ontario and McMaster Universities Arthritis Index [WOMAC]), and treatment satisfaction. <b><i>Results:</i></b> Findings showed a significant difference in endurance, pain level, and independence in ADL scores in favor of the EG (all values, <i>P</i> < 0.05). Moreover, WOMAC, static and dynamic balance (differences timed up and go [TUG]: EG: -4.75, SG: -2.10, <i>P</i> = 0.02, <i>d</i> = 0.907), MVC, and proprioception scores also showed the highest differences (most values, <i>P</i> < 0.001). <b><i>Conclusion:</i></b> Nonimmersive VR applications are a feasible approach for KOA and are effective approaches for increasing muscle excitability, static and dynamic balance, muscle endurance, proprioception, independence in ADL, treatment satisfaction, and reducing pain intensity in KOA.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"493-503"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144715210","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}