journal
https://read.qxmd.com/read/39360753/empowering-unvaccinated-youth-feasibility-acceptability-and-efficacy-of-a-covid-19-serious-game-based-intervention
#1
JOURNAL ARTICLE
Lihong Ou, Angela Chia-Chen Chen, Elizabeth Reifsnider, Michael Todd, Ashish Amresh, Chung Jung Mun
Objective: To evaluate a serious game-based intervention's feasibility, acceptability, and efficacy in encouraging coronavirus disease (COVID-19) vaccination among 11-14-year-olds in the United States and assess participant experiences. Materials and Methods: The study, grounded in social cognitive theory and health belief model, recruited and engaged 32 English-speaking parent-child dyads with unvaccinated youths via snowball sampling and social media outreach. These dyads were randomly assigned to either the COVID-19 serious game-based intervention group ( n = 16) or a usual care group ( n = 16)...
October 2, 2024: Games for Health
https://read.qxmd.com/read/39269887/effectiveness-of-serious-games-in-evaluating-cognitive-status-of-the-elderly-a-systematic-review-and-meta-analysis
#2
JOURNAL ARTICLE
Farveh Sabermahani, Mostafa Almasi-Dooghaee, Abbas Sheikhtaheri
Early diagnosis of mild cognitive impairment (MCI) and Alzheimer's disease (AD) is very important in better management of these diseases, and serious games play an effective role in helping to diagnose these diseases more accurately owing to their innovative features. With respect to the diversity of available games, the purpose of this study was to investigate the effectiveness of using serious games to assess the cognitive status of the elderly at risk of MCI/AD. A systematic review was conducted and the correlation of serious game results with cognitive test scores were extracted from eligible studies for meta-analysis...
September 13, 2024: Games for Health
https://read.qxmd.com/read/39207252/the-association-of-conventional-therapy-associated-with-somatosensory-interactive-game-enhances-the-effects-of-early-pulmonary-rehabilitation-for-patients-with-acute-exacerbation-of-chronic-obstructive-pulmonary-disease-a-randomized-controlled-trial
#3
JOURNAL ARTICLE
Xiaoliang Jin, Mengni Jin, Beilei Zhang, Mei'e Niu, Yanxia Han, Jiale Qian
Objective: This study aimed to evaluate the effect of somatosensory interactive games in combination with pulmonary rehabilitation programs (PRPs) on exercise tolerance, balance function, pulmonary function, inflammatory markers, and healthcare utilization in individuals with acute exacerbation of chronic obstructive pulmonary disease over 12 months. Design: In a randomized controlled trial, 80 patients were divided into two groups. The control group participated in a lasted 30 minutes daily program composed of postural training for 10 minutes, limb movement for 10 minutes, and breathing exercises for 10 minutes based on regular oxygen therapy and medication...
August 29, 2024: Games for Health
https://read.qxmd.com/read/39172740/single-or-multiplayer-mode-examining-the-effects-of-exergames-in-improving-physical-health-and-well-being-among-older-adults
#4
JOURNAL ARTICLE
Huanyu Bao, Sai G S Pai, Navrag B Singh, Ben Tan Phat Pham, Sowmiya Meena Siva Subramaniam, Yin-Leng Theng, Edmund W J Lee
Objective: This study assesses the impact of single-player and multiplayer exergaming modes on improving exercise intentions, reduction of fear of falling, and emotional well-being among older adults, primarily from low socioeconomic status (SES) backgrounds-a group often underrepresented in exergame research. Method: We engaged 48 participants, primarily from low-SES communities in Singapore for a 4-week community-based exergaming intervention. Participants were divided into four groups as follows: (1) conventional exercise alone, (2) exergames alone, (3) exergames with a health coach, and (4) exergames with a peer...
August 22, 2024: Games for Health
https://read.qxmd.com/read/39159045/the-effectiveness-of-immersive-virtual-reality-simulation-as-an-innovative-learning-strategy-for-acquisition-of-clinical-skills-in-nursing-education-experimental-design
#5
JOURNAL ARTICLE
Samar Thabet Jallad, Burçin Işık
Background: A transformation of learning in nursing is necessary to prepare students for developing complex clinical environments. The essential aim of clinical nursing learning is to enhance the integration of theoretical knowledge in the clinical environment by using various innovative strategies, such as immersive virtual reality (VR) simulation to develop a learning process that allows students to gain knowledge and perform skills in a visually attractive way, which enhances the quality and safety of clinical learning through repeated exposure to educational content that supports students' cognitive and psychomotor skills...
August 19, 2024: Games for Health
https://read.qxmd.com/read/39133646/acute-affective-responses-to-virtual-reality-exercise-a-crossover-randomized-clinical-trial
#6
JOURNAL ARTICLE
Julia Amaral Teixeira, Eduarda Bitencourt, Viviane Derhon, Brendon Stubbs, Felipe Barreto Schuch
Virtual reality (VR) exercise aims to offer positive affective and sensory experiences through an immersive experience rich in audiovisual stimuli. Notwithstanding, there is a paucity of large sample size studies comparing the acute effects of VR exercise compared with a matched exercise performed in a non-VR environment. The study compared the acute effects of a VR exercise session versus a matched non-VR exercise session in effect, pleasure, enjoyment, perceived exertion, and heart rate. This is a crossover randomized clinical trial...
August 12, 2024: Games for Health
https://read.qxmd.com/read/39120875/fostering-social-interaction-between-hearing-impaired-and-hearing-children-the-validation-of-design-and-interaction-strategies-through-a-peer-interaction-game
#7
JOURNAL ARTICLE
Wenan Li, Ting Liu, Weihu Zhang, Kaiwen Guo, Zhibin Zhou
Objective: Hearing impaired (HI) children face challenges in establishing and maintaining relationships with their hearing (H) peers, leading to potential damages on their psychological well-being. The objective of this study is to introduce and validate design strategies and interaction strategies aimed at promoting social interaction between HI children and their H peers. Materials and Methods: With a specific focus on addressing the unique needs of HI children, the design strategies and interaction strategies were derived from the previous studies...
August 9, 2024: Games for Health
https://read.qxmd.com/read/39111870/the-impact-of-computer-games-on-the-social-skills-of-elementary-school-students-a-comprehensive-analysis
#8
JOURNAL ARTICLE
Mahboubeh Alborzi, Mahsa Torabi
Objective: The present study aimed to explore the influence of digital games on the social skills of male students in elementary schools, focusing on the impact of different games on various social behaviors. Methods: The study employed a causal-comparative design, utilising cluster random sampling to select participants. The sample consisted of 192 male students in the fourth through sixth grades, divided into players and nonplayers. Data were collected using the Social Support Scale Matson (1983) and a researcher-made questionnaire for computer games...
August 7, 2024: Games for Health
https://read.qxmd.com/read/39109578/awe-inducing-elements-in-virtual-reality-applications-a-prospective-study-of-hospitalized-children-and-caregivers
#9
JOURNAL ARTICLE
Emily M He, Faaizah Arshad, Brian S-K Li, Ryan Brinda, Avani Ganesan, Lijin Zhang, Sammy Fehr, Meghana Renavikar, Samuel T Rodriguez, Ellen Wang, Oswaldo Rosales, Thomas J Caruso
Background: Hospitalized pediatric patients and their caregivers often experience anxiety and fear, resulting in withdrawal and aggression. Despite virtual reality (VR) being a safe and effective anxiolytic, it is unknown what software design aspects contribute to its effectiveness. This prospective observational study evaluated which VR application elements increased awe, which is correlated with improved behavior and satisfaction. Methods: Patients aged 6 to 25 years and their caregivers at an academic pediatric hospital interacted with a custom VR application that compared design aspects, including environment, graphics fidelity, and presence of a motivational character...
August 7, 2024: Games for Health
https://read.qxmd.com/read/39109573/the-impact-of-virtual-reality-intervention-on-emotion-regulation-and-executive-functions-in-autistic-children
#10
JOURNAL ARTICLE
Hasan Sepehri Bonab, Soghra Ebrahimi Sani, Behzad Behzadnia
Introduction: Autistic children may encounter difficulties in managing emotions and executive functions (EFs), which can contribute to mental and health challenges. Recognizing physical activities as a potential strategy for enhancing emotion regulation (ER), this study aims to investigate the efficacy of a virtual reality (VR)-based physical exercise program in improving ER and EFs among children with autism spectrum disorder (ASD). Materials and Methods: Forty boys diagnosed with ASD, aged 7 to 10 years, were randomly assigned to two groups: a VR intervention group ( n = 20) and a control group ( n = 20)...
August 7, 2024: Games for Health
https://read.qxmd.com/read/39109450/usability-and-tolerability-of-virtual-reality-based-cognitive-stimulation-in-healthy-elderly-volunteers-a-feasibility-clinical-trial
#11
JOURNAL ARTICLE
Hina Faisal, Wesley Lim, Antara Dattagupta, Peter Lin, Rohan Gupta, Eugene C Lai, Jiaqiong Xu, Stephen T Wong, Faisal N Masud
Background: The aim of the current pilot study was to evaluate the usability, acceptability, and tolerability of virtual reality (VR)-based cognitive stimulation exercises (CSEs) in healthy young versus old populations before health care integration. A secondary aim was to assess the accuracy of VR games as a proxy for cognitive stimulation, specifically for attention. VR-based CSEs promise to improve attention and brain function through varied learning systems. Methods: This is a Phase 1 feasibility clinical trial at a single center...
August 7, 2024: Games for Health
https://read.qxmd.com/read/39093844/balance-board-or-motion-capture-a-meta-analysis-exploring-the-effectiveness-of-commercially-available-virtual-reality-exergaming-in-enhancing-balance-and-functional-mobility-among-the-elderly
#12
JOURNAL ARTICLE
Błażej Cieślik, Adam Wrzeciono, Justyna Mazurek, Sara Federico, Joanna Szczepańska-Gieracha, Pawel Kiper
Force platforms and motion capture are commonly used as feedback mechanisms in exergaming; nevertheless, their therapeutic effectiveness may vary. Therefore, the primary objective of this study was to evaluate the effectiveness of commercially available virtual reality (VR) exergaming systems on balance and functional mobility, with a supplementary analysis considering the administered dose of exergaming. The search was conducted in five databases. Commercially available exergaming platforms were classified into two categories: VR exergaming with a balance board (including Wii Balance Board) and motion capture (including Xbox Kinect)...
August 2, 2024: Games for Health
https://read.qxmd.com/read/39093839/effectiveness-of-escape-room-in-medical-education-a-systematic-review-and-meta-analysis
#13
JOURNAL ARTICLE
Yuxuan He, Xiaomei Chen, Huijuan Ma, Rongrong Zhao, Houxiu Zhou, Yanni Yang
The primary goal of this meta-analysis is to explore the five factors of knowledge, teamwork, learning satisfaction, anxiety, and interprofessional ability to determine the value of escape rooms in medical education. Up to January 2023, we searched ScienceDirect, Scopus, PubMed, Embase, Web of Science, CNKI, and the Cochrane Library for pertinent works in either English or Chinese. The Risk of Bias 2 (RoB 2) tool and Newcastle-Ottawa Scale (NOS) were used to assess the quality of studies. Subgroup and sensitivity analyses were used to assess statistical heterogeneity, and I 2 was used to measure it...
August 2, 2024: Games for Health
https://read.qxmd.com/read/39093835/active-virtual-reality-games-comparing-energy-expenditure-game-experience-and-cybersickness-to-traditional-gaming-and-exercise-in-youth-aged-8-12
#14
JOURNAL ARTICLE
Chandler A Godfrey, Jennifer Flynn Oody, Scott A Conger, Jeremy A Steeves
Objective: The purpose of this study was to (1) quantify the oxygen consumption (VO2 ) and heart rate (HR) of virtual reality (VR) exergaming in youth, (2) compare the physical activity intensity of VR gaming to moderate-intensity thresholds, and (3) quantify the game experience and cybersickness of VR gaming, compared with traditional gaming. Material and Methods: Youth ( N = 28; age, 9.4 ± 1.2 years) completed 10-minute conditions: seated rest, seated videogame Katamari Forever (SVG-KF), treadmill walking (TW) (5...
August 2, 2024: Games for Health
https://read.qxmd.com/read/39093833/effects-of-the-regular-use-of-virtual-environments-on-spatial-navigation-and-memory
#15
JOURNAL ARTICLE
Francisco José Lobato-Camacho, Juan Pedro Vargas, Juan Carlos López
Introduction: The cognitive effects of video games have garnered increasing attention due to their potential applications in cognitive rehabilitation and evaluation. However, the underlying mechanisms driving these cognitive modifications remain poorly understood. Objectives: This study investigates the fundamental mnemonic processes of spatial navigation, pattern separation, and recognition memory, closely associated with the hippocampus. Our objective is to elucidate the interaction of these cognitive processes and shed light on rehabilitation mechanisms that could inform the design of video games aimed at stimulating the hippocampus...
August 2, 2024: Games for Health
https://read.qxmd.com/read/39093831/the-effects-of-playing-versus-watching-an-interactive-video-game-featuring-an-older-adult-protagonist-on-state-empathy-and-ageism-reduction
#16
JOURNAL ARTICLE
Jeffrey Tsifan Tseng, Jorge Peña
This study tested how increased modality interactivity (e.g., playing vs. watching a game) can augment empathy and reduce ageism toward older adults among college-aged students. An experiment ( n = 201) examined the effects of playing a video game that featured an older adult protagonist. Relative to those who spectated the game, participants who played the game had increased state empathy on subfactors, including shared affect, empathic motivation, and helping motivation. Moreover, shared affect mediated the link between playing a game featuring an older adult protagonist and ageism...
August 2, 2024: Games for Health
https://read.qxmd.com/read/39093826/comparative-effectiveness-of-developed-serious-game-versus-standardized-patients-simulation-in-nursing-education
#17
JOURNAL ARTICLE
Afra Calik, Sevgisun Kapucu
Background: Serious games provide a realistic environment in nursing education, a stimulating and experiential learning environment for developing skills necessary for learning, recognizing, analyzing, selecting, and applying information. Methods: This study aims to determine the impact of serious games and standard patient practices developed for nursing education on students' knowledge levels, satisfaction, self-confidence, critical thinking, and problem-solving skills. A serious game was designed using the educational principles of the diabetes course and developed using the 3D interactive content creation platform UNITY...
August 2, 2024: Games for Health
https://read.qxmd.com/read/39069966/older-adults-perceptions-of-cognitive-physical-and-exergame-training-a-mixed-methods-investigation-of-a-four-armed-randomized-controlled-pilot-trial
#18
JOURNAL ARTICLE
Abigail T Stephan, Ava McVey, Tate Steele, Kalvry Cooper, Christine B Phillips, Lesley A Ross
Purpose: Although the health benefits of behavioral interventions for older adults are well studied, research focused on intervention acceptability in older adult populations is less established and is needed. This mixed methods study investigated older adults' perceptions of training interventions. Methods: Community-dwelling older adults ( N = 41) were randomized into three groups (cognitive, physical, and exergame) and completed 20 in-lab training sessions over 10 weeks. At every fifth session, participants provided feedback on their perceived gains across functional domains, enjoyment of and motivation to complete training, and aspects they most and least enjoyed regarding study participation...
July 29, 2024: Games for Health
https://read.qxmd.com/read/39069963/let-s-play-a-board-health-game-development-and-validation-for-children-with-atopic-dermatitis
#19
JOURNAL ARTICLE
Mariana Muzzolon, Mariana Morgan, Izabella Reis, Renata Imoto, Vânia Oliveira de Carvalho
Objective: Several health games have been developed for pediatric patients in recent years but few for children with atopic dermatitis (AD). As this chronic disease requires changes in daily habits, this study aimed to develop and validate the content of a board health game for children with AD. Material and Methods: This is a content development and validation study of DermatrilhaTM , a board health game about AD. The instrument aims to promote interactions between children with AD and health care providers and offers the exchange of experiences, feelings, and knowledge about the disease in a playful way...
July 29, 2024: Games for Health
https://read.qxmd.com/read/39052587/an-original-remote-digital-serious-game-for-neonatal-resuscitation-training-new-opportunities-from-covid-19-era
#20
JOURNAL ARTICLE
Serena Bardelli, Giulio Del Corso, Massimiliano Ciantelli, Marta Del Pistoia, Rosa T Scaramuzzo, Armando Cuttano
Background: The social restrictions imposed by the COVID-19 pandemic have disrupted traditional teaching methods and encouraged the development of innovative and safer approaches based on distance learning. Among these novel techniques, digital game-based learning (DGBL) is a method that facilitates learning through the efficient use of interactive software tailored to the user. Methods: In this work, we investigated the effectiveness of the DGBL methodology for remote training using a game-based digital learning software designed about remote neonatal resuscitation...
July 25, 2024: Games for Health
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