{"title":"管状发声的游戏化:语音治疗实践的可行性研究。","authors":"Taketo Murai, Tatsuya Kitamura, Naoko Kawamura","doi":"10.1016/j.jvoice.2025.09.008","DOIUrl":null,"url":null,"abstract":"<p><strong>Objective: </strong>This study aimed to turn home vocal exercise for people with voice problems into an engaging experience through gamification. A serious game designed for tube phonation was developed, and its effectiveness in encouraging adherence to prescribed vocal exercises was evaluated in healthy older adults.</p><p><strong>Serious game: </strong>The serious game is a slot machine game displayed on a tablet, connected to an Internet of Things (IoT) device and an accelerometer with a straw for tube phonation. It detects phonation by measuring the amplitude and frequency of the vibratory wave of a straw wall. The tablet connects to the IoT device via Bluetooth. When users maintain tube phonation for a specified duration, the slot machine reels start spinning. Users can stop the reels using buttons on the tablet, and their scores are calculated and stored.</p><p><strong>Methods: </strong>Sixteen participants (eight males and eight females) with a mean age of 68.6 years were divided into control and experimental groups. For 1 week, all participants practiced tube phonation at home, with instructions to complete three sets of 15 5-second tube phonations daily. The experimental group used the proposed game system, while the control group did not. An IoT device recorded phonation durations for both groups. Participants completed a postexperiment questionnaire.</p><p><strong>Results: </strong>The experimental group successfully maintained tube phonation durations exceeding 5 seconds throughout the week, while the control group's durations varied, often falling below 5 seconds. However, both groups believed that they had followed the phonation instructions. In the survey, the experimental group expressed a more positive attitude toward long-term home vocal exercises.</p><p><strong>Conclusions: </strong>The serious game shows promise for promoting correct and consistent daily vocal exercises among patients, and is a valuable approach to voice rehabilitation.</p>","PeriodicalId":49954,"journal":{"name":"Journal of Voice","volume":" ","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2025-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification of Tube Phonation: A Feasibility Study for Voice Therapy Practice.\",\"authors\":\"Taketo Murai, Tatsuya Kitamura, Naoko Kawamura\",\"doi\":\"10.1016/j.jvoice.2025.09.008\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Objective: </strong>This study aimed to turn home vocal exercise for people with voice problems into an engaging experience through gamification. A serious game designed for tube phonation was developed, and its effectiveness in encouraging adherence to prescribed vocal exercises was evaluated in healthy older adults.</p><p><strong>Serious game: </strong>The serious game is a slot machine game displayed on a tablet, connected to an Internet of Things (IoT) device and an accelerometer with a straw for tube phonation. It detects phonation by measuring the amplitude and frequency of the vibratory wave of a straw wall. The tablet connects to the IoT device via Bluetooth. When users maintain tube phonation for a specified duration, the slot machine reels start spinning. Users can stop the reels using buttons on the tablet, and their scores are calculated and stored.</p><p><strong>Methods: </strong>Sixteen participants (eight males and eight females) with a mean age of 68.6 years were divided into control and experimental groups. For 1 week, all participants practiced tube phonation at home, with instructions to complete three sets of 15 5-second tube phonations daily. The experimental group used the proposed game system, while the control group did not. An IoT device recorded phonation durations for both groups. Participants completed a postexperiment questionnaire.</p><p><strong>Results: </strong>The experimental group successfully maintained tube phonation durations exceeding 5 seconds throughout the week, while the control group's durations varied, often falling below 5 seconds. However, both groups believed that they had followed the phonation instructions. In the survey, the experimental group expressed a more positive attitude toward long-term home vocal exercises.</p><p><strong>Conclusions: </strong>The serious game shows promise for promoting correct and consistent daily vocal exercises among patients, and is a valuable approach to voice rehabilitation.</p>\",\"PeriodicalId\":49954,\"journal\":{\"name\":\"Journal of Voice\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":2.4000,\"publicationDate\":\"2025-09-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Voice\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1016/j.jvoice.2025.09.008\",\"RegionNum\":4,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"AUDIOLOGY & SPEECH-LANGUAGE PATHOLOGY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Voice","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1016/j.jvoice.2025.09.008","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"AUDIOLOGY & SPEECH-LANGUAGE PATHOLOGY","Score":null,"Total":0}
Gamification of Tube Phonation: A Feasibility Study for Voice Therapy Practice.
Objective: This study aimed to turn home vocal exercise for people with voice problems into an engaging experience through gamification. A serious game designed for tube phonation was developed, and its effectiveness in encouraging adherence to prescribed vocal exercises was evaluated in healthy older adults.
Serious game: The serious game is a slot machine game displayed on a tablet, connected to an Internet of Things (IoT) device and an accelerometer with a straw for tube phonation. It detects phonation by measuring the amplitude and frequency of the vibratory wave of a straw wall. The tablet connects to the IoT device via Bluetooth. When users maintain tube phonation for a specified duration, the slot machine reels start spinning. Users can stop the reels using buttons on the tablet, and their scores are calculated and stored.
Methods: Sixteen participants (eight males and eight females) with a mean age of 68.6 years were divided into control and experimental groups. For 1 week, all participants practiced tube phonation at home, with instructions to complete three sets of 15 5-second tube phonations daily. The experimental group used the proposed game system, while the control group did not. An IoT device recorded phonation durations for both groups. Participants completed a postexperiment questionnaire.
Results: The experimental group successfully maintained tube phonation durations exceeding 5 seconds throughout the week, while the control group's durations varied, often falling below 5 seconds. However, both groups believed that they had followed the phonation instructions. In the survey, the experimental group expressed a more positive attitude toward long-term home vocal exercises.
Conclusions: The serious game shows promise for promoting correct and consistent daily vocal exercises among patients, and is a valuable approach to voice rehabilitation.
期刊介绍:
The Journal of Voice is widely regarded as the world''s premiere journal for voice medicine and research. This peer-reviewed publication is listed in Index Medicus and is indexed by the Institute for Scientific Information. The journal contains articles written by experts throughout the world on all topics in voice sciences, voice medicine and surgery, and speech-language pathologists'' management of voice-related problems. The journal includes clinical articles, clinical research, and laboratory research. Members of the Foundation receive the journal as a benefit of membership.