Games for Health Journal最新文献

筛选
英文 中文
Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review. 游戏化电子健康促进青少年慢性病自我管理:系统回顾
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-10-01 Epub Date: 2024-06-20 DOI: 10.1089/g4h.2023.0111
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}
引用次数: 0
Synchronization of a Virtual Reality Scenario to Uterine Contractions for Labor Pain Management: Development Study and Randomized Controlled Trial. 虚拟现实场景与子宫收缩同步用于分娩镇痛:开发研究与随机对照试验。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-10-01 Epub Date: 2024-06-11 DOI: 10.1089/g4h.2023.0202
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}
引用次数: 0
Rosalind Franklin Society Proudly Announces the 2023 Award Recipient for Games for Health Journal. 罗莎琳德-富兰克林学会自豪地宣布《健康游戏》杂志 2023 年度获奖者。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-10-01 DOI: 10.1089/g4h.2024.15435.rfs2023
Rebeca Gliosci
{"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}
引用次数: 0
Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study. 古德维尔农场游戏玩家抑郁症状的时间变化:为期 6 周的观察研究
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-10-01 Epub Date: 2024-05-22 DOI: 10.1089/g4h.2023.0122
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}
引用次数: 0
Effectiveness of Serious Games in Evaluating Cognitive Status of the Elderly: A Systematic Review And Meta-Analysis. 严肃游戏在评估老年人认知状况方面的有效性:系统回顾与元分析》。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2024-09-13 DOI: 10.1089/g4h.2023.0106
Farveh Sabermahani,Mostafa Almasi-Dooghaee,Abbas Sheikhtaheri
{"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}
引用次数: 0
A Convergent Mixed Methods Design to Assess the Use of the Home Virtual Rehabilitation System By Persons with Chronic Stroke. 评估慢性中风患者使用家庭虚拟康复系统情况的聚合混合方法设计。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-08-01 Epub Date: 2024-04-01 DOI: 10.1089/g4h.2024.0006
Gerard G Fluet, Holly Gorin, Pamela Rothpletz Puglia, Qinyin Qiu, Jigna Patel, Alma S Merians, Amanda L Cronce, Sergei V Adamovich
{"title":"A Convergent Mixed Methods Design to Assess the Use of the Home Virtual Rehabilitation System By Persons with Chronic Stroke.","authors":"Gerard G Fluet, Holly Gorin, Pamela Rothpletz Puglia, Qinyin Qiu, Jigna Patel, Alma S Merians, Amanda L Cronce, Sergei V Adamovich","doi":"10.1089/g4h.2024.0006","DOIUrl":"10.1089/g4h.2024.0006","url":null,"abstract":"<p><p><b><i>Purpose:</i></b> Patients poststroke utilized the Home Virtual Rehabilitation System (HoVRS) to perform home-based, gamified upper extremity rehabilitation over 12 weeks. Outcomes related to adherence and clinical improvement were collected, and semistructured interviews were conducted to assess intrinsic and extrinsic motivators that impacted engagement with the system. <b><i>Methods:</i></b> Subjects performed between 299 and 2020 minutes of self-scheduled, sparsely supervised hand rehabilitation activities in their homes. <b><i>Results:</i></b> As a group, the subjects demonstrated statistically significant improvements at the structure/function, activity, and activities of daily living levels of function. Qualitative analysis generated seven themes that both positively and negatively influenced each subject's experience with HoVRS, including challenge as a primary intrinsic motivator and pursuing additional therapy and/or a return to higher functional status as a key extrinsic motivator. Subjects' ratings of the system using the Intrinsic Motivation Inventory before and after treatment were uniformly positive, but interview-based feedback was more balanced between positive and negative.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"278-287"},"PeriodicalIF":2.2,"publicationDate":"2024-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140337214","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
Effect of Adding Virtual Reality Training to Traditional Exercise Program on Pain, Mental Status and Psychological Status in Unilateral Traumatic Lower Limb Amputees: A Randomized Controlled Trial. 在传统锻炼计划中加入虚拟现实训练对单侧创伤性下肢截肢者的疼痛、精神状态和心理状态的影响:随机对照试验
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-08-01 Epub Date: 2024-02-06 DOI: 10.1089/g4h.2023.0164
Rami L Abbas, Didier Cooreman, Hala Al Sultan, Mayssah El Nayal, Ibtissam M Saab, Ayman El Khatib, Aseel El Kawam, Ahmed M El Melhat
{"title":"Effect of Adding Virtual Reality Training to Traditional Exercise Program on Pain, Mental Status and Psychological Status in Unilateral Traumatic Lower Limb Amputees: A Randomized Controlled Trial.","authors":"Rami L Abbas, Didier Cooreman, Hala Al Sultan, Mayssah El Nayal, Ibtissam M Saab, Ayman El Khatib, Aseel El Kawam, Ahmed M El Melhat","doi":"10.1089/g4h.2023.0164","DOIUrl":"10.1089/g4h.2023.0164","url":null,"abstract":"<p><p><b><i>Background:</i></b> Lower limb amputation is an emotionally devastating condition that causes a complete change in the quality of life, may lead to phantom limb pain in most of the cases, and puts the individual in a high risk of developing psychological disorders. The objective of this study is to evaluate the consequence of adding virtual reality (VR) to a traditional exercise program on pain, mental status, and psychological status in traumatic unilateral lower limb amputees (LLAs). <b><i>Methods:</i></b> Thirty-two traumatic LLAs were randomly assigned into two equal groups in this randomized control trial. Participants did accomplish a postfitting exercise program at least 6 months before enrolment; the control group (CG) underwent a traditional rehabilitation program, and experimental group (EG) had the same program, in addition to VR training. Data were collected before and after 6 weeks of intervention using visual analog scale (VAS) for pain, Beck's depression inventory (BDI) for depression, and 12-item short form survey for mental health summary (MHS) and physical health summary (PHS). <b><i>Results:</i></b> Thirty-two amputees (29 males and 3 females) were included with mean age in CGs and EG (27.6 ± 4) and (27.6 ± 7.6) years, respectively. Postintervention, the VAS score was significantly reduced only in EG (<i>P</i> = 0.003). Both groups showed significant improvement in BDI, MHS, and PHS (<i>P</i> < 0.05). However, the EG showed a superior significance in BDI and MHS scores (<i>P</i> < 0.05). There was no significance between groups in PHS score. <b><i>Conclusion:</i></b> Adding VR to conventional training is beneficial in decreasing pain and in improving depression and MHS of traumatic unilateral LLAs.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"245-251"},"PeriodicalIF":2.2,"publicationDate":"2024-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139698627","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
Oral Health Education for Children: Development of a Serious Game with a User-Centered Design Approach. 儿童口腔健康教育:以用户为中心的设计方法开发严肃游戏。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-08-01 Epub Date: 2024-04-01 DOI: 10.1089/g4h.2023.0055
Thaís Silva Mendonça, Sérgio Teixeira de Carvalho, Ahmad Aljafari, Marie Therese Hosey, Luciane Rezende Costa
{"title":"Oral Health Education for Children: Development of a Serious Game with a User-Centered Design Approach.","authors":"Thaís Silva Mendonça, Sérgio Teixeira de Carvalho, Ahmad Aljafari, Marie Therese Hosey, Luciane Rezende Costa","doi":"10.1089/g4h.2023.0055","DOIUrl":"10.1089/g4h.2023.0055","url":null,"abstract":"<p><p><b><i>Background:</i></b> Children can learn efficiently with well-designed serious games. The use of applications to promote health has proliferated, but there is a lack of scientific studies on educational games in oral health. <b><i>Materials and Methods:</i></b> We developed the Brazilian version of a British and Jordanian oral health education game for children from the perspectives of Brazilian specialists and users. This descriptive study, with a qualitative and quantitative approach, comprised three phases: I-Experts' discussion of the appropriateness of the previous version of the game to Brazil; II-Development of the first Brazilian version of the game; and III-Evaluation of the first version with 15 children from 4 to 8 years of age. <b><i>Results:</i></b> In Phase I, the specialists agreed with the development of the Brazilian version of the game, with minor adjustments on: advice on eating; advice on oral hygiene habits, users' age group, game characters, and game purpose. Phase II: a version with a few changes in images and recommendations, written and spoken in Brazilian Portuguese. Phase III: The global average of correct answers in the game's tasks was 75.3%, ranging from 50.0% to 100%. Children reported having fun with the game, and most understood the content and its interface; their parents found the information relevant and enjoyed the gameplay with their children. <b><i>Conclusions:</i></b> The Oral Health Education Game offered basic information for preventing dental caries to Brazilian children aged 4-8 years old in an interactive and fun way; it could support professionals in improving oral health education.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"268-277"},"PeriodicalIF":2.2,"publicationDate":"2024-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140337217","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
Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot Study. 了解用户游戏偏好与抑郁症状之间的关系:一项试点研究。
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-08-01 Epub Date: 2024-07-10 DOI: 10.1089/g4h.2023.0174
Nilufar Baghaei, Sarah Abdulkhalek, Kaitlin Moat, Wenge Xu, Hai-Ning Liang
{"title":"Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot Study.","authors":"Nilufar Baghaei, Sarah Abdulkhalek, Kaitlin Moat, Wenge Xu, Hai-Ning Liang","doi":"10.1089/g4h.2023.0174","DOIUrl":"10.1089/g4h.2023.0174","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Following the initial measures taken to manage the repercussions of the COVID-19 pandemic, mental health conditions have become a critical concern. Mental health has become a foremost priority not only for health care providers but also for many other organizations, such as educational institutions, companies, and government agencies. A significant proportion of the Australian population having experienced mental disorders highlights the need for effective interventions. Those with pre-existing mental health issues experienced particularly pronounced effects. Among these challenges, advancements in technology offer new possibilities for mental health support. Videogames have shown effectiveness in mitigating symptoms of depression. Previous research has shown that game interface preferences correlate with players' emotional responses. This study aims to use <i>MoodJumper</i>, a game we designed, developed, and evaluated to examine the choice of game preferences in individuals with depressive symptoms. <b><i>Materials and Methods:</i></b> A pilot study was carried out after obtaining the Human Ethics committee's approval (<i>n</i> = 20). The participants were asked to fill out a Patient Health Questionnaire-9 (PHQ-9) questionnaire. They then played with the <i>MoodJumper</i> game for 20-30 minutes. Upon completing the game session, they were asked to fill out a questionnaire regarding their experience. <b><i>Results:</i></b> The results indicate a nonsignificant correlation between music preference, the direction of movement, and depressive symptoms meaning no significant relationship was found between depressive symptoms and chosen settings. However, a significant negative correlation was found between decision-making ability regarding game preferences and Patient Health Questionnaire-9 scores showing the difficulty of choosing preferred settings when having depressive symptoms. <b><i>Conclusion:</i></b> This contribution paves the way for designing and evaluating more impactful game experiences for individuals with mental health challenges.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"297-304"},"PeriodicalIF":2.2,"publicationDate":"2024-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141581228","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
C-Mill Virtual Reality/Augmented Reality Treadmill Training for Reducing Risk of Fall in the Elderly: A Randomized Controlled Trial. 降低老年人跌倒风险的 C-Mill 虚拟现实/增强现实跑步机训练:随机对照试验
IF 2.2 3区 医学
Games for Health Journal Pub Date : 2024-08-01 Epub Date: 2024-04-01 DOI: 10.1089/g4h.2023.0162
Ehab Mohamed Abd El-Kafy, Mohamad Salaheldien Alayat, Moayad Saleh Subahi, Mohammed Salem Badghish
{"title":"C-Mill Virtual Reality/Augmented Reality Treadmill Training for Reducing Risk of Fall in the Elderly: A Randomized Controlled Trial.","authors":"Ehab Mohamed Abd El-Kafy, Mohamad Salaheldien Alayat, Moayad Saleh Subahi, Mohammed Salem Badghish","doi":"10.1089/g4h.2023.0162","DOIUrl":"10.1089/g4h.2023.0162","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Falling is considered one of the major problems that may affect the elderly, leading to multiple health issues. Walking adaptability to environmental demands is essential for safe walking in the elderly. The aim of this study was to evaluate the efficacy of virtual reality (VR)/augmented reality (AR) treadmill training on balance performance and the risk of falls in the elderly. <b><i>Materials and Methods:</i></b> Sixty Saudi elderly individuals of both genders, aged between 60 and 70 years, participated in the study. The participants were categorized into two groups: the experimental and the control groups. Both groups received 1 hour of training: 30 minutes of conventional exercises and 30 minutes of gait training on the C-Mill VR/AR treadmill. The experimental group used the C-Mill treadmill with VR and AR games therapy. The control group had gait training on the C-Mill treadmill without VR and AR. The training for both groups was conducted for 6 successive weeks/three times a week. The changes in the scores of the following variables were recorded at baseline, after 6 weeks of training, and 4 weeks after the completion of training. These variables involved the time needed for completing the Timed Up and Go (TUG) test, overall stability indices of the Fall Risk (FR) test and Limit of Stability (LOS) test evaluated using the Biodex Balance System (BBS), and the time required for completing the LOS test. <b><i>Results:</i></b> Both groups demonstrated significant improvement in all measured variables immediately post-training, and this improvement persisted for 4 weeks after completing the training. The experimental group exhibited greater improvement in the recorded values of all measured variables compared with the control group following the training. <b><i>Conclusions:</i></b> This study concluded that C-Mill VR/AR treadmill training is effective in improving balance control and reducing the fall risk in the elderly.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"258-267"},"PeriodicalIF":2.2,"publicationDate":"2024-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140337215","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