Games for Health Journal最新文献

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Exercise Responses During Outdoor Versus Virtual Reality Indoor Arm+FES-Leg Cycling in Individuals with Spinal Cord Injury. 脊髓损伤患者在室外与虚拟现实室内手臂+FES-腿部自行车运动中的运动反应。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2024-06-01 Epub Date: 2024-05-06 DOI: 10.1089/g4h.2023.0047
Nazirah Hasnan, Nur Azah Hamzaid, Vhinoth Magenthran, Glen M Davis
{"title":"Exercise Responses During Outdoor Versus Virtual Reality Indoor Arm+FES-Leg Cycling in Individuals with Spinal Cord Injury.","authors":"Nazirah Hasnan, Nur Azah Hamzaid, Vhinoth Magenthran, Glen M Davis","doi":"10.1089/g4h.2023.0047","DOIUrl":"10.1089/g4h.2023.0047","url":null,"abstract":"<p><p><b><i>Background:</i></b> Virtual reality (VR)-enhanced indoor hybrid cycling in people with spinal cord injury (SCI) can be comparable to outdoor hybrid cycling. <b><i>Method:</i></b> Eight individuals with chronic thoracic-lesion SCI performed voluntary arm and electrically assisted leg cycling on a hybrid recumbent tricycle. Exercises were conducted outdoors and indoors incorporating VR technology in which the outdoor environment was simulated on a large flat screen monitor. Electrical stimulation was applied bilaterally to the leg muscle groups. Oxygen uptake (VO<sub>2</sub>), heart rate, energy expenditures, and Ratings of Perceived Exertion were measured over a 30-minute outdoor test course that was also VR-simulated indoors. Immediately after each exercise, participants completed questionnaires to document their perceptual-psychological responses. <b><i>Results:</i></b> Mean 30-minute VO<sub>2</sub> was higher for indoor VR exercise (average VO<sub>2</sub>-indoor VR-exercise: 1316 ± mL/min vs. outdoor cycling: 1255 ± 53 mL/min; highest VO<sub>2</sub>-indoor VR-exercise: 1615 ± 67 mL/min vs. outdoor cycling: 1725 ± 67 mL/min). Arm and leg activity counts were significantly higher during indoor VR-assisted hybrid functional electrical stimulation (FES) cycling than outdoors; 42% greater for the arms and 23% higher for the legs (<i>P</i> < 0.05). Similar responses were reported for exercise effort and perceptual-psychological outcomes during both modes. <b><i>Conclusion:</i></b> This study proposes that combining FES and VR technology provides new opportunities for physical activity promotion or exercise rehabilitation in the SCI population, since these modes have similar \"dose-potency\" and self-perceived effort. Human Research Ethics Committee of the University of Sydney Ref. No. 01-2010/12385.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"207-214"},"PeriodicalIF":3.5,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140868564","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
Evaluation of the Usability of a Serious Game in Virtual Reality with a Focus on the Perception and Experience of Health Professionals for Motor Rehabilitation in Children with Cerebral Palsy. 评估虚拟现实严肃游戏的可用性,重点关注医疗专业人员对脑瘫儿童运动康复的感知和体验。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2024-06-01 Epub Date: 2024-03-28 DOI: 10.1089/g4h.2023.0030
Fabiana Rita Camara Machado, Guilherme Dos Santos Novak, Sérgio Kakuta Kato, Alcyr Alves de Oliveira
{"title":"Evaluation of the Usability of a Serious Game in Virtual Reality with a Focus on the Perception and Experience of Health Professionals for Motor Rehabilitation in Children with Cerebral Palsy.","authors":"Fabiana Rita Camara Machado, Guilherme Dos Santos Novak, Sérgio Kakuta Kato, Alcyr Alves de Oliveira","doi":"10.1089/g4h.2023.0030","DOIUrl":"10.1089/g4h.2023.0030","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Cerebral palsy (CP) is a nonprogressive neuropathological condition that requires lifelong neurocognitive-motor rehabilitation. Evidences indicate that the use of new technologies to assist in rehabilitation processes, such as serious games in virtual reality (VR), have served as adjuncts to therapy and capable of promoting engagement, motivation, and motor activation for these patients. <b><i>Objective:</i></b> To investigate the usability of a serious game in VR to help with the stability and balance of the head and trunk of children with CP, focusing on the perception and experience of health professionals. <b><i>Methods:</i></b> The collection was carried out with health professionals, and the results were comprehensively evaluated through viability by means of the total score, number of correct answers, number of errors, and level of difficulty during the execution of the game, which were collected from the performance report generated by the application. System satisfaction was also verified by the System Usability Scale (SUS). <b><i>Results:</i></b> The mean obtained from the total score of the SUS was 82.10 ± 12.66 points, being considered of high usability for the suggested purpose. The professionals' opinion about the usability of the system did not change due to the performance during the game. <b><i>Conclusion:</i></b> The study demonstrated that the developed rehabilitation program has successfully delivered the experience to exercise the head control and trunk balance of subjects with CP.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"201-206"},"PeriodicalIF":3.5,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140307393","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
Gamified Assessment of the Emotion Regulation Abilities in Youth: Validation of the REThink Online System. 青少年情绪调节能力的游戏化评估:REThink 在线游戏式评估系统的验证。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2024-06-01 Epub Date: 2024-01-24 DOI: 10.1089/g4h.2023.0011
Oana A David, Cristina Tomoiagă, Liviu A Fodor
{"title":"Gamified Assessment of the Emotion Regulation Abilities in Youth: Validation of the REThink Online System.","authors":"Oana A David, Cristina Tomoiagă, Liviu A Fodor","doi":"10.1089/g4h.2023.0011","DOIUrl":"10.1089/g4h.2023.0011","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Emotional problems in the youth population are a major issue that can have a significant negative impact for their future development as adults. Their emotion regulation (ER) abilities represent a preventive measure for those emotional problems. REThink is an online therapeutic game that was proved to be effective in rigorous studies, and is based on the rational emotive behavioral therapy, with seven levels built to train various emotional regulation skills. Each level has a section that can be used for the assessment of the targeted skills within the level. The present study aimed at investigating the reliability and validity of the evaluation modules from the REThink game regarding the assessment of ER abilities in children/adolescents. <b><i>Methods:</i></b> In accordance with established guidelines, 110 children and adolescents aged 8-14 years old were recruited. Following parental informed consent, the participants filled out the standard questionnaires and, subsequently, they played the evaluation module of the REThink game. The reliability aspect was investigated by evaluating internal consistency, while validity was evaluated by using concurrent and predictive validity analyses. <b><i>Results:</i></b> The results revealed statistically significant positive associations between the game scores obtained by the participants and the emotion regulation scale. In terms of predictive validity, there were significant negative associations between game scores and the presence of emotional and behavioral problems. Moreover, in terms of the reliability of the REThink game, an acceptable value for the internal consistency was observed. <b><i>Conclusion:</i></b> In conclusion, the REThink therapeutic game was proved to be a valid measure for assessing emotion regulation abilities in children and adolescents. Clinical Trial Registration No. NCT04788901.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"184-191"},"PeriodicalIF":3.5,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139543095","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 Virtual Reality-Based Interventions for Upper Limb Rehabilitation in Breast Cancer Patients: Systematic Review and Meta-Analysis. 基于虚拟现实的乳腺癌患者上肢康复干预的有效性:系统回顾与元分析》。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2024-06-01 Epub Date: 2024-04-02 DOI: 10.1089/g4h.2023.0040
Yulu Chen, Zijun Zhou, Nan Wu, Shiyuan Du, Ze Luan, Xin Peng
{"title":"Effectiveness of Virtual Reality-Based Interventions for Upper Limb Rehabilitation in Breast Cancer Patients: Systematic Review and Meta-Analysis.","authors":"Yulu Chen, Zijun Zhou, Nan Wu, Shiyuan Du, Ze Luan, Xin Peng","doi":"10.1089/g4h.2023.0040","DOIUrl":"10.1089/g4h.2023.0040","url":null,"abstract":"<p><p><b><i>Purpose:</i></b> To investigate the effectiveness of virtual reality (VR)-based interventions for functional rehabilitation of the upper limb in breast cancer patients through a systematic review and meta-analysis. <b><i>Methods:</i></b> The PubMed, Cochrane, Web of Science, CINAHL, Scopus, CNKI, Wanfang, and VIP databases were systematically searched for relevant literature published from the establishment of the database to June 2023. Differences in the effectiveness of VR-based interventions and other intervention therapies were compared using random effects model meta-analysis and standard deviation (SMD). <b><i>Results:</i></b> Seven eligible articles were identified and included in the meta-analysis. The combined analysis found that VR-based interventions had a positive impact on patients' upper limb mobility in terms of flexion (SMD = 1.33, 95% confidence interval; CI [0.48-2.19], <i>P</i> = 0.002), abduction (SMD = 1.22, 95% CI [0.58-1.86], <i>P</i> = 0.0002), and external rotation (SMD = 0.94, 95% CI [0.48-1.40], <i>P</i> < 0.0001). In addition, VR-based interventions could significantly improve the postoperative pain of patients with breast cancer. However, in grip strength (SMD = 0.43, 95% CI [-3.05 to 3.92], <i>P</i> = 0.81), shoulder muscle strength in flexion strength (SMD = 0.05, 95% CI [-2.07 to 2.18], <i>P</i> = 0.96), abduction strength (SMD = -0.10, 95% CI [-1.32 to 1.12], <i>P</i> = 0.88), external rotation strength (SMD = 0.46, 95% CI [-1.96 to 2.88], <i>P</i> = 0.71), and lymphedema, VR was as effective as other intervention treatments. A subgroup analysis showed that patients younger than 55 years had more benefit with VR-based rehabilitation than with other interventions and showed improvements with the intervention within 2 weeks. The intervention effect of using auxiliary equipment such as robotic arms is better than VR exercise based solely on games. <b><i>Conclusion:</i></b> The results of meta-analysis show that the intervention measures based on VR have positive effects on the improvement of upper limb mobility and pain relief in breast cancer patients. However, considering the low quality of evidence and small sample size, more clinical studies should be conducted to improve the credibility of the results.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"149-163"},"PeriodicalIF":3.5,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140337216","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
Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention, Knowledge, Behaviors, and Family Well-Being. 通过游戏化的优势识别和测验来增强 COVID-19 预防知识和行为以及家庭福祉:基于网络的试点干预。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2024-06-01 Epub Date: 2024-03-20 DOI: 10.1089/g4h.2023.0190
Shirley Man-Man Sit, Agnes Yuen-Kwan Lai, Hoi-Wa Wong, Ka-Shun Hung, Man-Ping Wang, Sai-Yin Ho, Tai-Hing Lam
{"title":"Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention, Knowledge, Behaviors, and Family Well-Being.","authors":"Shirley Man-Man Sit, Agnes Yuen-Kwan Lai, Hoi-Wa Wong, Ka-Shun Hung, Man-Ping Wang, Sai-Yin Ho, Tai-Hing Lam","doi":"10.1089/g4h.2023.0190","DOIUrl":"10.1089/g4h.2023.0190","url":null,"abstract":"<p><p><b><i>Background:</i></b> Promoting COVID-19 prevention is key to pandemic control and innovative interventions can help communicate reliable science to the public. Under the Hong Kong Jockey Club SMART Family-Link Project, we developed and evaluated a pilot intervention for promoting COVID-19 prevention through a web-based family game, guided by the Theory of Planned Behavior and a strength-based approach. <b><i>Methods:</i></b> The \"SMART Epidemic prevention\" pilot theme was launched to the public on September 21, 2020 for 4 weeks. The game had two parts: (i) strength recognition and (ii) quiz questions on knowledge and behaviors about COVID-19 prevention. Simple baseline, in-game, and postgame evaluation assessed players' perceived knowledge, behaviors, family well-being, game satisfaction, and perceived benefits. <b><i>Results:</i></b> Of 86 registered families, 55 played actively, including 212 players (51% female, 35% aged below 18) who self-identified as children (44%), parents (39%), and grandparents (11%). In weeks 1 and 4, an average of 7 and 18 game rounds were played per family, and 86.6% and 75.9% of rounds had perfect (2) behavior matches. Postgame evaluation with 51 families showed improvements in epidemic prevention knowledge and behaviors, family communication, family happiness (all <i>P</i> < 0.001), and family relationship (<i>P</i> = 0.002) with small effect sizes (0.15-0.29). Overall game satisfaction was rated 4.49 (scale of 1-5). Ninety-four percent of families shared knowledge from the game with others. <b><i>Conclusions:</i></b> Our pilot web-based family game first showed preliminary evidence on enhancing COVID-19 prevention knowledge and behaviors, and family well-being, with participants recognizing family strengths, reporting high satisfaction and various perceived benefits, and showing sustained gameplay. <b><i>Trial Registration:</i></b> The research protocol was registered at the National Institutes of Health (Identifier No. NCT04550065) on September 16, 2020.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"172-183"},"PeriodicalIF":3.5,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140177083","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 Wii-Fit Combined with Conventional Exercises on the Functional Mobility and Balance of Children with Cerebral Palsy and Their Typically Growing Peers. Wii-Fit 与传统运动相结合对大脑性瘫痪儿童及其发育正常的同龄人的功能活动能力和平衡能力的影响。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2024-06-01 Epub Date: 2024-03-25 DOI: 10.1089/g4h.2023.0113
Derya Kardes Ekici, Habibe Serap Inal
{"title":"Effectiveness of Wii-Fit Combined with Conventional Exercises on the Functional Mobility and Balance of Children with Cerebral Palsy and Their Typically Growing Peers.","authors":"Derya Kardes Ekici, Habibe Serap Inal","doi":"10.1089/g4h.2023.0113","DOIUrl":"10.1089/g4h.2023.0113","url":null,"abstract":"<p><p>Nintendo Wii Fit is an accessible, affordable, and productive inclusion into rehabilitation programs for children with cerebral palsy (CP) as a physical activity intervention; however, to our knowledge, there are no comparative studies 8 investigating the effects on the functional mobility and balance of children with CP compared to typically growing (TG) children. We evaluated the effects of Nintendo Wii Fit video exercises on static and dynamic balance, functional capacity, and walking endurance in children with CP compared to their TG peers. Children with CP and their TG peers were trained with Nintendo Wii Fit Balance Board games and conventional exercises (40 minutes each) for 16 weeks, twice a week. Their static and dynamic balance, functional capacity, and walking endurance were evaluated at the beginning and end of the study. The improvement achieved within the groups in all parameters, as well as between the groups, was significant, except for the dynamic balance and walking endurance. Standing Nintendo Wii Fit exercises combined with conventional exercises can be included as axial exercises in the physiotherapy program for children with CP as an enjoyable physical activity. TG children may also benefit, increasing their functional mobility and walking endurance in a fun way.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"192-200"},"PeriodicalIF":3.5,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140289269","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
Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review. 促进学龄儿童社会心理健康的游戏化干预措施:范围综述》。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2024-05-17 DOI: 10.1089/g4h.2023.0115
Kaile Kubota, Jennifer Auxier, Funda Aslan, Katja Joronen, Anni Pakarinen
{"title":"Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review.","authors":"Kaile Kubota, Jennifer Auxier, Funda Aslan, Katja Joronen, Anni Pakarinen","doi":"10.1089/g4h.2023.0115","DOIUrl":"https://doi.org/10.1089/g4h.2023.0115","url":null,"abstract":"<p><p>Gamified health interventions can offer child-centered and tailored health-promoting strategies. Evidence suggests that its various mechanics foster engagement that can be utilized to promote health and well-being and influence health behavior. At present, psychosocial challenges among school-aged children are becoming a global predicament. We conducted a scoping review to explore the range and nature of evidence on gamified interventions for promoting the psychosocial well-being of school-aged children from the general population. We followed the Arksey and O'Malley framework and extracted sources of evidence from five databases. Our review findings were summarized with basic numerical analysis and provided with narrative accounts based on a gamification taxonomy and the Template for Intervention Description and Replication (TIDieR). We identified 12 gamified interventions and included 23 records that reported their development and evaluation. Theories on emotions, behaviors, social skills, and mental health were commonly applied frameworks. Narrative was found as the most commonly used gamification mechanic (11/12, 91.7%), followed by avatar and tasks (10/12, 83.3%), feedback system and level progression (9/12, 75%), points (7/12, 58.3%), badges (5/12, 41.7%), progress bar (4/12, 33.3%), and virtual goods, reminders, and time pressure (2/12, 16.7%). The included sources of evidence reported significant improvements in some of the measured psychosocial outcomes; however, studies on this domain for this particular target group are still considerably limited. Further research is needed to determine how the applied theories and gamification mechanics brought about the change in psychosocial outcomes, bridging the gap in current evidence.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":3.5,"publicationDate":"2024-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140960214","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
Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation. 评估结合 SWalker 的虚拟现实应用在功能性步态康复中的可用性和安全性。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2024-05-17 DOI: 10.1089/g4h.2023.0172
Vanina Costa, Ana Rojo, Sergio López-López, Helios Pareja-Galeano, Alexánder Velásquez, Luis Perea, Rafael Raya
{"title":"Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation.","authors":"Vanina Costa, Ana Rojo, Sergio López-López, Helios Pareja-Galeano, Alexánder Velásquez, Luis Perea, Rafael Raya","doi":"10.1089/g4h.2023.0172","DOIUrl":"https://doi.org/10.1089/g4h.2023.0172","url":null,"abstract":"<p><p><b><i>Objective:</i></b> This research evaluates from a usability point of view the combination of a developed fully immersive virtual reality (VR) solution with the SWalker robotic device. It aims to contribute to research in the exploration of immersive experiences overground with a functional gait recovery device. <b><i>Materials and Methods:</i></b> We evaluated the system in a pilot study with 20 healthy participants aged 85.1 (SD: 6.29). Participants used the SWalker-VR platform while testing one VR application focused on walking and the other on balance practice. Afterward, the participants answered three usability questionnaires. <b><i>Results:</i></b> The platform was validated in terms of safety using the Simulator Sickness Questionnaire, obtaining less than 20 points for all subscales: nausea (4.29 ± 14.47), oculomotor (0.38 ± 14.18), and disorientation (1.39 ± 14.52). For usability evaluation, the System Usability Scale provided an overall score of 70.63 ± 11.64, and the Post-Study System Usability Questionnaire (PSSUQ) rated 1.61 ± 0.54. The usability scores reported by both questionnaires were moderate and good, respectively. These results were similar in overall scores for both groups: participants with low cognitive level and participants with high cognitive level. Finally, the possible causes for the \"no answered\" responses on the PSSUQ were discussed. <b><i>Conclusion:</i></b> It is concluded that the SWalker-VR platform is reported to have adequate usability and high security by older adults. The potential interest of studying the effects of the long-term use of this platform by older adults with gait impairment is expressed. <b><i>Clinical Trials reference:</i></b> NCT06025981.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":3.5,"publicationDate":"2024-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140960210","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
Personalized Medical Terminology Learning Game: Guess the Term. 个性化医学术语学习游戏:猜术语。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2024-04-01 Epub Date: 2023-09-12 DOI: 10.1089/g4h.2023.0054
Mei-Hua Hsu, Yen-Hsiu Chen
{"title":"Personalized Medical Terminology Learning Game: Guess the Term.","authors":"Mei-Hua Hsu, Yen-Hsiu Chen","doi":"10.1089/g4h.2023.0054","DOIUrl":"10.1089/g4h.2023.0054","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Wordbot, a chatbot designed for gamified education, transforms the process of memorizing complex medical terminology into an engaging and enjoyable activity for medical students. Taking inspiration from the \"guessing words\" game, Wordbot aims to improve medical students' learning outcomes by making the vocabulary memorization process more memorable. <b><i>Materials and Methods:</i></b> Wordbot, which can be implemented on the LINE platform, was created for this research, specifically to improve medical terminology learning. Wordbot incorporated mobile devices and personal computer-compatible flashcard games with features such as user ranking and personalization to enhance motivation and optimize learning outcomes. In the experimental research setting, half of a total of 48 nursing students were randomly assigned to use Wordbot for 4 months, and the other half were assigned to a control group relying on self-study without the help of Wordbot. Both groups received pretest and post-test to assess their respective learning of medical terminology. In this study, a statistical <i>t</i>-test was used to analyze the results between the two groups. In addition, user usability testing was conducted to evaluate the usability of Wordbot and gather feedback on user experience. <b><i>Results:</i></b> The results of this study have demonstrated that Wordbot is effective in facilitating students learning of medical terminology. Students experienced a significant improvement in their knowledge of medical terminology. An average user usability test score of 83.25 indicated that users' satisfaction with Wordbot is high. <b><i>Conclusion:</i></b> Incorporating gamification and personalization elements in Wordbot can significantly improve the overall enjoyment of the learning process. By participating in diverse interactive activities, users can effectively enhance their proficiency in spelling, recognition, and speaking. Wordbot utilizes sophisticated algorithms to generate customized questions based on identified mistakes, which facilitate error identification and correction. The robust findings of this study overwhelmingly support Wordbot's role as a convenient and easily accessible tool for learning medical terminology. The study was conducted according to the guidelines of the Declaration of Helsinki and approved by the Institutional Review Board of Chang Gung Medical Foundation (Protocol code: 202201586B0, date of approval: 8 November 2022). We obtained informed consent from all of our study participants regarding their willingness to participate in this study.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"84-92"},"PeriodicalIF":3.5,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10220590","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 Serious Games in Improving Genetic Literacy and Genetic Risk Awareness in the General Public: A Pilot Study. 严肃游戏在提高公众遗传素养和遗传风险意识方面的有效性:一项试点研究。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2024-04-01 Epub Date: 2023-10-25 DOI: 10.1089/g4h.2022.0041
Ilaria Cutica, Clizia Cincidda, Serena Oliveri, Renato Mainetti, N Alberto Borghese, Gabriella Pravettoni
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