journal
https://read.qxmd.com/read/38608212/energy-expenditure-validation-of-an-exergame-platform-ring-fit-adventure-use-in-adults-with-overweight-and-obesity
#1
JOURNAL ARTICLE
Paulina B Moreno Carbajal, Norma E Corrales Camargo, Roberto Espinoza-Gutiérrez, Juan J Calleja-Núñez, Bryan Montero-Herrera, Jonathan Cerna, Jorge A Aburto-Corona
Objective: This study aims at comparing the energy expenditure (EE) and heart rate (HR) data from Ring Fit Adventure (RFA) with those from indirect calorimetry (COSMED) and a heart rate monitor (Polar FT7). A secondary goal is to evaluate self-reported enjoyment and perceived effort levels. Materials and Methods: Thirty participants (age = 21.8 ± 2.2; body mass index = 31.8 ± 4.4) were recruited for two laboratory visits. The first visit involved baseline measurements...
April 12, 2024: Games for Health
https://read.qxmd.com/read/38563785/effectiveness-of-virtual-reality-based-interventions-for-upper-limb-rehabilitation-in-breast-cancer-patients-systematic-review-and-meta-analysis
#2
REVIEW
Yulu Chen, Zijun Zhou, Nan Wu, Shiyuan Du, Ze Luan, Xin Peng
Purpose: To investigate the effectiveness of virtual reality (VR)-based interventions for functional rehabilitation of the upper limb in breast cancer patients through a systematic review and meta-analysis. Methods: The PubMed, Cochrane, Web of Science, CINAHL, Scopus, CNKI, Wanfang, and VIP databases were systematically searched for relevant literature published from the establishment of the database to June 2023. Differences in the effectiveness of VR-based interventions and other intervention therapies were compared using random effects model meta-analysis and standard deviation (SMD)...
April 2, 2024: Games for Health
https://read.qxmd.com/read/38563892/participatory-development-of-a-virtual-reality-exercise-program-for-people-with-chronic-pain
#3
JOURNAL ARTICLE
Sella A Provan, Sigbjørn Litleskare, Ole Einar Flaten, Henning Pettersen, Linda Røset, Giovanna Calogiuri
Background: By describing how a participatory process led to changes in the design of a study of a virtual reality (VR)-guided exercise and mindfulness intervention tailored to people with chronic musculoskeletal pain, this article makes the case for including end user at an early stage when planning research within this field. Methods: A multidisciplinary panel including end-user representatives, researcher, clinicians, and VR developers participated in a 1-day workshop to design a randomized study and a VR-guided intervention...
April 1, 2024: Games for Health
https://read.qxmd.com/read/38563685/oral-health-education-for-children-development-of-a-serious-game-with-a-user-centered-design-approach
#4
JOURNAL ARTICLE
Thaís Silva Mendonça, Sérgio Teixeira de Carvalho, Ahmad Aljafari, Marie Therese Hosey, Luciane Rezende Costa
Background: 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. Materials and Methods: 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...
April 1, 2024: Games for Health
https://read.qxmd.com/read/38563678/a-convergent-mixed-methods-design-to-assess-the-use-of-the-home-virtual-rehabilitation-system-by-persons-with-chronic-stroke
#5
JOURNAL ARTICLE
Gerard G Fluet, Holly Gorin, Pamela Rothpletz Puglia, Qinyin Qiu, Jigna Patel, Alma S Merians, Amanda L Cronce, Sergei V Adamovich
Purpose: 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. Methods: Subjects performed between 299 and 2020 minutes of self-scheduled, sparsely supervised hand rehabilitation activities in their homes. Results: As a group, the subjects demonstrated statistically significant improvements at the structure/function, activity, and activities of daily living levels of function...
April 1, 2024: Games for Health
https://read.qxmd.com/read/38563663/c-mill-virtual-reality-augmented-reality-treadmill-training-for-reducing-risk-of-fall-in-the-elderly-a-randomized-controlled-trial
#6
JOURNAL ARTICLE
Ehab Mohamed Abd El-Kafy, Mohamad Salaheldien Alayat, Moayad Saleh Subahi, Mohammed Salem Badghish
Objective: 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. Materials and Methods: Sixty Saudi elderly individuals of both genders, aged between 60 and 70 years, participated in the study...
April 1, 2024: Games for Health
https://read.qxmd.com/read/38546746/evaluation-of-the-usability-of-a-serious-game-in-virtual-reality-with-a-focus-on-the-perception-and-experience-of-health-professionals-for-motor-rehabilitation-in-children-with-cerebral-palsy
#7
JOURNAL ARTICLE
Fabiana Rita Camara Machado, Guilherme Dos Santos Novak, Sérgio Kakuta Kato, Alcyr Alves de Oliveira
Introduction: Cerebral palsy (CP) is a nonprogressive neuropathological condition that requires lifelong neurocognitive-motor rehabilitation. Evidences indicate that the use of new technologies to assist in rehabilitation processes, such as serious games in virtual reality (VR), have served as adjuncts to therapy and capable of promoting engagement, motivation, and motor activation for these patients. Objective: To investigate the usability of a serious game in VR to help with the stability and balance of the head and trunk of children with CP, focusing on the perception and experience of health professionals...
March 28, 2024: Games for Health
https://read.qxmd.com/read/38527255/effectiveness-of-wii-fit-combined-with-conventional-exercises-on-the-functional-mobility-and-balance-of-children-with-cerebral-palsy-and-their-typically-growing-peers
#8
JOURNAL ARTICLE
Derya Kardes Ekici, Habibe Serap Inal
Nintendo Wii Fit is an accessible, affordable, and productive inclusion into rehabilitation programs for children with cerebral palsy (CP) as a physical activity intervention; however, to our knowledge, there are no comparative studies 8 investigating the effects on the functional mobility and balance of children with CP compared to typically growing (TG) children. We evaluated the effects of Nintendo Wii Fit video exercises on static and dynamic balance, functional capacity, and walking endurance in children with CP compared to their TG peers...
March 25, 2024: Games for Health
https://read.qxmd.com/read/38512706/comparison-of-nonimmersive-virtual-reality-and-task-oriented-circuit-training-on-gait-balance-and-cognition-among-elderly-population-a-single-blind-randomized-control-trial
#9
JOURNAL ARTICLE
Misbah Ghous, Qudsia Masood, Arshad Nawaz Malik, Ayesha Afridi, Qamar Mehmood
Purpose: The purpose of this study was to determine the effects of nonimmersive virtual reality (VR) and task-oriented circuit training on gait, balance, cognitive domains, and quality of life among the elderly population. Methods: This is a single-blind randomized control trial in which 28 elderly individuals between 60 and 75 years were selected. The participants were divided into two groups, task-oriented circuit training and the other receiving nonimmersive VR treatment, with 14 participants in each group...
March 21, 2024: Games for Health
https://read.qxmd.com/read/38512294/gamified-strength-recognition-and-quiz-to-enhance-covid-19-prevention-knowledge-and-behaviors-and-family-well-being-web-based-pilot-intervention
#10
JOURNAL ARTICLE
Shirley Man-Man Sit, Agnes Yuen-Kwan Lai, Hoi-Wa Wong, Ka-Shun Hung, Man-Ping Wang, Sai-Yin Ho, Tai-Hing Lam
Background: Promoting COVID-19 prevention is key to pandemic control and innovative interventions can help communicate reliable science to the public. Under the Hong Kong Jockey Club SMART Family-Link Project, we developed and evaluated a pilot intervention for promoting COVID-19 prevention through a web-based family game, guided by the Theory of Planned Behavior and a strength-based approach. Methods: The "SMART Epidemic prevention" pilot theme was launched to the public on September 21, 2020 for 4 weeks. The game had two parts: (i) strength recognition and (ii) quiz questions on knowledge and behaviors about COVID-19 prevention...
March 20, 2024: Games for Health
https://read.qxmd.com/read/38436585/virtual-reality-in-improving-anticipatory-postural-adjustments-to-step-initiation-in-individuals-with-knee-osteoarthritis-a-randomized-controlled-trial
#11
JOURNAL ARTICLE
Luana Karine Resende Oliveira, Amélia Pasqual Marques, Karen Flaviane Assis Andrade, Jéssica Cristina Santos de Assis, Aymee Lobato Brito, Givago Silva Souza, Bianca Callegari
Background: Virtual reality (VR) has been suggested as a new therapeutic approach in various sectors of rehabilitation, including the treatment of patients with knee osteoarthritis (OA), and one of its treatment goals is to improve the gait pattern and walking ability of patients. Objective: This study aimed to evaluate if VR, along with conventional physiotherapy treatment (CT), has superior effects to kinesiotherapy alone on pain, physical capacity, balance, and the parameters of anticipatory postural adjustments (APAs) in patients with knee OA...
March 5, 2024: Games for Health
https://read.qxmd.com/read/38394299/effect-of-exergame-on-pain-function-and-quality-of-life-in-shoulder-impingement-syndrome-a-prospective-randomized-controlled-study
#12
JOURNAL ARTICLE
Aysun Özlü, Sema Üstündağ, Dilan Bulut Özkaya, Ahmet Kıvanç Menekşeoğlu
Objective: This study aimed to investigate the effect of a virtual reality (VR)-mediated gamified rehabilitation program added to a home exercise program on pain, functionality, and quality of life in shoulder impingement syndrome. Methods: Forty-eight participants with shoulder impingement syndrome were included in this prospective, randomized, single-blind study between January and July 2022. The participants were randomized into two groups: the VR group ( n  = 24) and the control group ( n  = 24)...
February 23, 2024: Games for Health
https://read.qxmd.com/read/38324006/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
#13
JOURNAL ARTICLE
Rami L Abbas, Didier Cooreman, Hala Al Sultan, Mayssah El Nayal, Ibtissam M Saab, Ayman El Khatib, Aseel El Kawam, Ahmed M El Melhat
Background: 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). Methods: Thirty-two traumatic LLAs were randomly assigned into two equal groups in this randomized control trial...
February 6, 2024: Games for Health
https://read.qxmd.com/read/38530225/a-study-on-the-efficacy-of-the-tabletop-roleplaying-game-dungeons-dragons-for-improving-mental-health-and-self-concepts-in-a-community-sample
#14
JOURNAL ARTICLE
Alyssia Merrick, Wendy Wen Li, Dan J Miller
Purpose: Tabletop gaming has seen a rise in popularity over the past 10 years, with an influx of interest following the Coronavirus pandemic. Limited research has explored the impact of tabletop roleplaying games on mental health and self-concepts such as self-esteem and self-efficacy. This study used a repeated-measures design with four measurement points to quantitatively evaluate the effect of playing Dungeons & Dragons (D&D) on mental health and self-concepts in a community sample. Materials and Methods: Twenty-five community participants took part in 8 weeks of D&D gameplay (one 1 hour session per week), completing pre-, mid-, and postintervention surveys...
April 2024: Games for Health
https://read.qxmd.com/read/38530224/the-effect-of-a-reminiscence-therapy-based-hybrid-board-game-on-anxiety-and-loneliness-levels-in-older-adults-an-experimental-study
#15
JOURNAL ARTICLE
Yunhan Liu, Chenqi Zhang, Jianan Zhao, Ting Han
Background: Anxiety and loneliness are prevalent psychological issues faced by older adults. To tackle these concerns, group reminiscence therapy has been widely recognized as an effective non-pharmacological form of intervention. Despite its proven efficacy, the implementation of this therapy normally requires professional guidance, limiting its accessibility to specialized institutions such as hospitals. Objective: In this study, the objective is to empirically validate the effectiveness of a reminiscence therapy-based hybrid board game, Journey of Memories , in reducing anxiety and loneliness among older adults...
April 2024: Games for Health
https://read.qxmd.com/read/38354309/digital-educational-game-o-jardim-do-ferro-a-tool-for-the-prevention-of-iron-deficiency-anemia-in-childhood
#16
JOURNAL ARTICLE
Rejane Bermudes Costa Beber, Nicholas Doviggi Meyer, Gabriel Rodrigues Felipetto, Marianne Machado, Margarida Reis Santos, Camila Lehnhart Vargas, Franceliane Jobim Benedetti
Objective: To create and evaluate a digital educational game (DEG) for preschool children for the prevention of iron deficiency and iron deficiency anemia. Methodology: The DEG software was developed by a multidisciplinary team, according to Chandler's methodology, in Engine Unity. The game is a 2D platformer, for Android, with three different phases. A quiz was developed for parents/caregivers about iron absorption and anemia. The quiz content was evaluated by experts. The evaluation of the game was carried out through a questionnaire applied in the school for children from 4 to 6 years of age...
February 2024: Games for Health
https://read.qxmd.com/read/38265781/gamified-assessment-of-the-emotion-regulation-abilities-in-youths-validation-of-the-rethink-online-game-based-assessment-system
#17
JOURNAL ARTICLE
Oana A David, Cristina Tomoiagă, Liviu A Fodor
Objective: Emotional problems in the youth population are a major issue that can have a significant negative impact for their future development as adults. Their emotion regulation (ER) abilities represent a preventive measure for those emotional problems. REThink is an online therapeutic game that was proved to be effective in rigorous studies, and is based on the rational emotive behavioral therapy, with seven levels built to train various emotional regulation skills. Each level has a section that can be used for the assessment of the targeted skills within the level...
January 24, 2024: Games for Health
https://read.qxmd.com/read/38193809/investigation-on-the-effectiveness-of-augmented-reality-memory-training-game-for-chinese-older-adults-a-randomized-controlled-trial
#18
JOURNAL ARTICLE
Dian Zhu, Beiyao Zhu, Jianan Zhao, Chenqi Zhang, Jingran He, Dongjin Song, Ting Han
Objective: To evaluate the effectiveness of augmented reality (AR) game based on n -back training paradigm as a training tool for working memory (WM) of Chinese healthy older adults. Materials and Methods: One hundred eighteen older adults self-assessed as healthy were included in this study. Individuals were randomly divided into an intervention group ( n  = 57) and a control group ( n  = 61). Interventions, consisting of a 30-minute AR game-based training and a 30-minute health science program, were administered three times per week for 4 weeks, whereas the control group was required to view a 60-minute health science program three times per week for 4 weeks...
January 9, 2024: Games for Health
https://read.qxmd.com/read/38048478/player-2-has-entered-the-game-extended-reality-and-games-for-health
#19
EDITORIAL
Kimberly Hieftje, Asher Marks
No abstract text is available yet for this article.
December 2023: Games for Health
https://read.qxmd.com/read/38048477/acknowledgment-of-reviewers-2023
#20
JOURNAL ARTICLE
(no author information available yet)
No abstract text is available yet for this article.
December 2023: Games for Health
journal
journal
44056
1
2
Fetch more papers »
Fetching more papers... Fetching...
Remove bar
Read by QxMD icon Read
×

Save your favorite articles in one place with a free QxMD account.

×

Search Tips

Use Boolean operators: AND/OR

diabetic AND foot
diabetes OR diabetic

Exclude a word using the 'minus' sign

Virchow -triad

Use Parentheses

water AND (cup OR glass)

Add an asterisk (*) at end of a word to include word stems

Neuro* will search for Neurology, Neuroscientist, Neurological, and so on

Use quotes to search for an exact phrase

"primary prevention of cancer"
(heart or cardiac or cardio*) AND arrest -"American Heart Association"

We want to hear from doctors like you!

Take a second to answer a survey question.