BOXVR与引导式YouTube拳击对青少年压力、焦虑和认知能力的影响:随机对照试验》。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Games for Health Journal Pub Date : 2023-06-01 Epub Date: 2023-02-06 DOI:10.1089/g4h.2022.0202
Rose Cioffi, Anat V Lubetzky
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引用次数: 0

摘要

背景:青少年经常会感到高度焦虑和压力,这会影响他们的生活质量和学习成绩。拳击作为一种运动形式,已被证明对成年人的心理健康有益。研究方法本研究调查了使用虚拟现实(VR)游戏与使用指导视频进行拳击运动对青少年焦虑、压力和执行功能的影响。参与者被随机分配到 3 组中的 1 组:Oculus Rift BOXVR 游戏(14 人)、有指导的拳击锻炼视频(14 人)或非干预对照组(14 人)。BOXVR 组和有指导的视频组参加 10 分钟的锻炼课程,每周 5 次,持续 3 周。结果两组在所有结果的基线上都具有可比性。只有 BOXVR 参与者的压力水平明显低于视频指导组,TMT A 和 B 评分也明显优于对照组。只有对照组的焦虑程度明显降低,但在研究结束时,两组的焦虑程度并无明显差异。与视频指导组相比,BOXVR 组在每次锻炼后都会有明显的愉悦感。结论在为期三周的研究中,BOXVR 被证明能有效减轻青少年的压力并改善其执行功能。虽然有必要对现实生活中的功能结果进行更大规模的研究,但使用沉浸式 VR 游戏进行拳击运动是一种潜在的非药物减轻青少年压力的模式,而且易于在学校环境中实施。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
BOXVR Versus Guided YouTube Boxing for Stress, Anxiety, and Cognitive Performance in Adolescents: A Pilot Randomized Controlled Trial.

Background: Adolescents frequently experience high levels of anxiety and stress, which can impede quality of life and academic performance. Boxing as a form of exercise has been shown to have mental health benefits in adults. Methods: This study investigated the impact of boxing exercise with a virtual reality (VR) game vs. with a guided video on anxiety, stress, and executive function in adolescents. Participants were randomly assigned to 1 of 3 cohorts: Oculus Rift BOXVR game (n = 14), boxing with a guided workout video (n = 14), or a non-intervention control (n = 14). The BOXVR and guided video groups participated in 10-minute exercise sessions, 5 times a week for 3 weeks. Results: The groups were comparable at baseline on all outcomes. Only BOXVR participants exhibited a significant (p < 0.001) reduction in stress and significant improvements on the Trail Making Test (TMT) B at weekly checkpoints and follow up. All cohorts showed improvements in executive function on the TMT A. At the end of the study, the BOXVR group reported significantly lower stress levels than the guided video group, and significantly better TMT A & B scores than the control group. Only the control group showed a significant reduction in anxiety but the groups were not significantly different in anxiety at the end of the study. The BOXVR group reported significantly greater enjoyment after each exercise session than the guided video group. Conclusion: BOXVR was shown to be effective in reducing adolescent stress and improving executive function over a three-week period. While larger studies with real-life functional outcomes are necessary, boxing with an immersive VR game represents a potential non-pharmaceutical mode to reduce stress in adolescents that is easy to implement in school settings.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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