一种自适应严肃游戏在沉浸式虚拟现实中提高老年人运动学习:短期纵向的记忆和迁移研究。

IF 5 Q1 GERIATRICS & GERONTOLOGY
JMIR Aging Pub Date : 2025-03-03 DOI:10.2196/64004
Gauthier Everard, Louise Declerck, Thierry Lejeune, Martin Gareth Edwards, Justine Bogacki, Cléo Reiprich, Kelly Delvigne, Nicolas Legrain, Charles Sebiyo Batcho
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引用次数: 0

摘要

背景:尽管具有潜力,但在沉浸式虚拟现实(iVR)中使用严肃游戏来提高老年人的运动技能仍然相对未被探索。在这项研究中,我们在iVR中开发了一款自适应严肃游戏,名为REAsmash-iVR。这个游戏包括快速定位和打击一个有各种干扰的数字鼹鼠。目的:本短期纵向研究旨在评估remashi - ivr在促进老年人运动学习方面的功效。具体来说,我们试图确定通过REAsmash-iVR实现的运动学习转移和保留到其他iVR任务。方法:共有20名老年人参与了这项研究,他们连续7天使用了reasmashi - ivr。评估包括iVR测试,如KinematicsVR和Box and Block Test (BBT-VR)的VR改编。运动学svr任务包括尽可能快速准确地画直线和圆,而BBT-VR要求参与者在60秒内尽可能快地移动数字立方体。在干预前后进行评估,并在干预后1周进行随访。主要结果集中在评估reashash - ivr对运动学svr任务中速度-精度权衡的影响。次要结果包括分析运动平滑度,通过光谱弧长测量,以及BBT-VR评分。结果:与干预前相比,干预后的速度-准确性权衡有显著改善,直线技能保留显著(t19=5.46;P19 = 3.84;P =措施;科恩d = 0.787)。同样,光谱弧长也有显著增强,特别是在绘制圆时(χ²2=11.2;P = 04;ε2=0.23),但直线绘制时不存在差异(χ 2=2.1;P = .35点;ε2 = 0.003)。此外,参与者表现出显著的迁移改善(q=5.26;结论:这些发现为使用iVR通过提供针对运动和认知功能的自适应严肃游戏来改善老年人的运动学习提供了视角。试验注册:ClinicalTrials.gov NCT04694833;https://clinicaltrials.gov/study/NCT04694833。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Self-Adaptive Serious Game to Improve Motor Learning Among Older Adults in Immersive Virtual Reality: Short-Term Longitudinal Pre-Post Study on Retention and Transfer.

Background: Despite their potential, the use of serious games within immersive virtual reality (iVR) for enhancing motor skills in older adults remains relatively unexplored. In this study, we developed a self-adaptive serious game in iVR called REAsmash-iVR. This game involves swiftly locating and striking a digital mole presented with various distractors.

Objective: This short-term longitudinal pre-post study aims to evaluate REAsmash-iVR's efficacy in promoting motor learning in older adults. Specifically, we seek to determine the transfer and retention of motor learning achieved through REAsmash-iVR to other iVR tasks.

Methods: A total of 20 older adults participated in the study, engaging with REAsmash-iVR over 7 consecutive days. The evaluation included iVR tests such as KinematicsVR and a VR adaptation of the Box and Block Test (BBT-VR). KinematicsVR tasks included drawing straight lines and circles as fast and as accurately as possible, while BBT-VR required participants to move digital cubes as quickly as possible within 60 seconds. Assessments were conducted before and after the intervention, with a follow-up at 1 week post intervention. The primary outcome focused on evaluating the impact of REAsmash-iVR on speed-accuracy trade-off during KinematicsVR tasks. Secondary outcomes included analyzing movement smoothness, measured by spectral arc length, and BBT-VR scores.

Results: Results revealed significant improvements in speed-accuracy trade-off post intervention compared to that before the intervention, with notable retention of skills for straight lines (t19=5.46; P<.001; Cohen d=1.13) and circle drawing (t19=3.84; P=.001; Cohen d=0.787). Likewise, there was a significant enhancement in spectral arc length, particularly for circle drawing (χ²2=11.2; P=.004; ε2=0.23), but not for straight-line drawing (χ²2=2.1; P=.35; ε2=0.003). Additionally, participants demonstrated transfer with significant improvement (q=5.26; P<.001; Cohen r=0.678) and retention (q=6.82; P<.001; Cohen r=0.880) in BBT-VR skills.

Conclusions: These findings provide perspectives for the use of iVR to improve motor learning in older adults through delivering self-adaptive serious games targeting motor and cognitive functions.

Trial registration: ClinicalTrials.gov NCT04694833; https://clinicaltrials.gov/study/NCT04694833.

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来源期刊
JMIR Aging
JMIR Aging Social Sciences-Health (social science)
CiteScore
6.50
自引率
4.10%
发文量
71
审稿时长
12 weeks
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