评估儿童上肢运动表现的游戏化移动健康系统:横断面可行性研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-02-28 DOI:10.2196/57802
Md Raihan Mia, Sheikh Iqbal Ahamed, Samuel Nemanich
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引用次数: 0

摘要

背景:在美国,大约17%的儿童被诊断患有影响上肢(UL)完成日常生活活动所需的运动的发育或神经障碍。UL的金标准实验室评估是客观和精确的,但可能无法携带,而临床评估可能需要大量时间。我们为iPad开发了移动健康(mHealth)游戏化软件系统MoEvGame,作为评估UL运动功能的潜在先进技术。目的:探讨MoEvGame是否可以评估儿童的全肢体运动、精细运动技能、手灵巧性和双手协调能力。具体目标是:(1)设计和开发新颖的移动健康游戏化软件工具,以检查UL运动的理论驱动特征,(2)用新的算法和统计技术分析时空游戏数据,以量化运动性能作为速度、准确性和精度的参数,以及(3)与来自学校的健康参与者验证评估方法。方法:小学生31名,中位数9.0,智商4.0 ~ 14.0岁,参与5种游戏。游戏任务侧重于熟练运动控制的关键特征:(1)全肢伸展;(2)精细运动控制和手灵巧性;(3)双边协调。将游戏时空数据传输并存储在基于云的数据管理服务器中,供进一步处理和分析。我们应用变化点检测(即精确线性时间修剪法)、信号处理技术和其他算法从时空参数计算运动速度和精度。采用不同的统计方法(Pearson相关、平均值、标准差、P值、95%置信区间)比较速度-准确性权衡,评估年龄与运动表现之间的关系。结果:在整个肢体运动中,速度与准确性呈负相关(r=-0.30 ~ -0.42)。年龄与上肢表现之间存在显著关系:与年轻参与者相比,年龄较大的参与者表现出更低的错误和更快的完成时间。双手配合的显著差异与相同步有关(同相一致[平均28.85,SD 18.97] vs反相一致[平均112.64,SD 25.82]和同相镜像[平均23.78,SD 16.07] vs反相镜像[平均121.39,SD 28.19])。同相模的平均转速(转数/秒)和运动距离(m)显著高于反相模。结论:这项可行性研究的结果表明,从移动健康应用程序捕获的时空数据可以量化运动表现。超越传统的评估,MoEvGame将游戏化融入无处不在和可访问的技术中,作为UL电机评估的快速,灵活和客观的工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamified mHealth System for Evaluating Upper Limb Motor Performance in Children: Cross-Sectional Feasibility Study.

Background: Approximately 17% of children in the United States have been diagnosed with a developmental or neurological disorder that affects upper limb (UL) movements needed for completing activities of daily living. Gold-standard laboratory assessments of the UL are objective and precise but may not be portable, while clinical assessments can be time-intensive. We developed MoEvGame, a mobile health (mHealth) gamification software system for the iPad, as a potential advanced technology to assess UL motor functions.

Objective: This feasibility study examines whether MoEvGame can assess children's whole-limb movement, fine motor skills, manual dexterity, and bimanual coordination. The specific aims were to (1) design and develop novel mHealth gamified software tools to examine theory-driven features of UL movement, (2) analyze spatiotemporal game data with new algorithms and statistical techniques to quantify movement performance as a parameter of speed, accuracy, and precision, and (3) validate assessment methods with healthy participants from schools.

Methods: Elementary school children (N=31, median 9.0, IQR 4.0-14.0 years old) participated by playing 5 games. The game tasks were focused on key features of skilled motor control: (1) whole limb reaching, (2) fine motor control and manual dexterity, and (3) bilateral coordination. Spatiotemporal game data were transferred and stored in a cloud-based data management server for further processing and analysis. We applied change point detection (ie, the pruned exact linear time method), signal processing techniques, and other algorithms to calculate movement speed and accuracy from spatiotemporal parameters. Different statistical methods (ie, Pearson correlation, mean, standard deviation, P value, 95% confidence interval) were used to compare speed-accuracy tradeoffs and evaluate the relationship between age and motor performance.

Results: A negative correlation was identified between speed and accuracy in the whole limb movement (r=-0.30 to -0.42). Significant relationships between age and upper limb performance were found: older participants exhibited lower errors with faster completion times compared to younger participants. Significant differences in bimanual coordination were found related to phase synchronization (in-phase congruent [mean 28.85, SD 18.97] vs antiphase congruent [mean 112.64, SD 25.82] and in-phase mirrored [mean 23.78, SD 16.07] vs antiphase mirrored [mean 121.39, SD 28.19]). Moreover, the average speed (revolutions per second) and travel distance (m) of the in-phase mode were significantly higher than those of the antiphase coordination.

Conclusions: Results of this feasibility study show that spatiotemporal data captured from the mHealth app can quantify motor performance. Moving beyond traditional assessments, MoEvGame incorporates gamification into ubiquitous and accessible technology as a fast, flexible, and objective tool for UL motor assessment.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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