gamification

游戏化
  • 文章类型: Journal Article
    本研究调查了技术接受模型(TAM)、自我调节策略,和学业自我效能感,以及他们对从事远程教育的大学生的学习成绩和感知学习的集体影响。
    来自华南地区的872名大学生参与了这项研究。采用结构方程模型(SEM)分析了变量之间的理论关系。研究集中在两个主要领域:TAM框架内的学术自我效能感与游戏性自我调节策略之间的联系,以及TAM三个维度对学生感知学习和学习成绩的影响。
    研究结果突出了自我效能感和游戏自我调节策略,提高技术接受度。事实证明,使用基于游戏的在线资源,对技术的接受程度的提高会对学生的学习成绩和学习体验产生积极影响。
    该研究强调了自我效能感和游戏性自我调节策略在塑造学生对技术的看法和态度方面的重要性。在基于游戏的在线资源课程的背景下,这些因素被发现是感知学习和学术成就的关键决定因素。
    UNASSIGNED: This study investigates the interplay between the Technology Acceptance Model (TAM), self-regulation strategies, and academic self-efficacy, and their collective impact on academic performance and perceived learning among college students engaged in remote education.
    UNASSIGNED: A sample of 872 university students from Southern China participated in this study. Structural Equation Modeling (SEM) was employed to analyze the theoretical relationships among the variables. The research focused on two primary areas: the connection between academic self-efficacy and gameful self-regulation strategies within the framework of TAM, and the influence of TAM\'s three dimensions on students\' perceived learning and academic performance.
    UNASSIGNED: Findings highlight self-efficacy and gameful self-regulation strategies, in enhancing technology acceptance. Improved acceptance of technology is shown to positively affect academic performance and the perceived learning experience of students in classes using game-based online resources.
    UNASSIGNED: The study emphasizes the significance of self-efficacy and gameful self-regulation strategies in shaping students\' perceptions and attitudes towards technology. These factors are found to be key determinants of both perceived learning and academic achievement in the context of game-based online resource classes.
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  • 文章类型: Journal Article
    背景:在荷兰,社区体育教练(NSC)作为中介在促进社区体育活动(PA)方面发挥着重要作用。游戏化是在非游戏环境中使用游戏元素;它可以在有或没有技术的情况下实施,并有望推广PA。NSC很少使用此选项。
    目的:本研究旨在了解和促进者,使用游戏化来推广PA,NSC认为。
    方法:在荷兰对NSC进行了25次半结构化访谈。采访被录音了,转录,并使用ATLAS通过主题分析进行分析。ti(版本22;ATLAS。tiScientificSoftwareDevelopmentGmbH)软件。演绎编码是由能力决定的,机会,动机,行为模型和理论领域框架,辅以归纳编码。
    结果:被确定为影响游戏化实施的因素的障碍和促进因素与7个主题有关。NSC需要技术,创造性,和晋升技能;关于现有游戏化工具的知识;以及来自其雇主和专业网络的社会支持。财务费用被认为是成功实施游戏化的障碍。利益相关者实施游戏化的责任缺乏明确性可能会进一步阻碍实施。总的来说,NSC对投入时间实施游戏化持积极态度,并期望实施游戏化会产生积极影响。
    结论:为了克服已确定的障碍,工具的清晰概述,最佳实践,必须创造可用的补贴,必须建立游戏化网络,必须澄清NSC的责任,必须为促进游戏化提供指导。
    BACKGROUND: In the Netherlands, neighborhood sport coaches (NSCs) play an important role as intermediaries in promoting physical activity (PA) in the neighborhood. Gamification is the use of game elements in nongame contexts; it can be implemented with or without technology and holds promise for promoting PA. NSCs infrequently make use of this option.
    OBJECTIVE: This study aims to understand barriers to, and facilitators of, using gamification to promote PA, as perceived by NSCs.
    METHODS: A total of 25 semistructured interviews were conducted with NSCs in the Netherlands. The interviews were audiotaped, transcribed, and analyzed by means of thematic analysis using ATLAS.ti (version 22; ATLAS.ti Scientific Software Development GmbH) software. The deductive coding was informed by the capability, opportunity, motivation, behavior model and the theoretical domains framework, complemented by inductive coding.
    RESULTS: Barriers and facilitators identified as factors influencing the implementation of gamification were related to 7 themes. NSCs required technical, creative, and promotion skills; knowledge about existing gamification tools; and social support from their employer and professional network. Financial costs were identified as a barrier to the successful implementation of gamification. Lack of clarity regarding stakeholders\' responsibility to implement gamification could further hamper implementation. In general, NSCs were positive about investing time in implementing gamification and expected positive effects from implementing it.
    CONCLUSIONS: To overcome identified barriers, a clear overview of tools, best practices, and available subsidies must be created, a gamification network must be established, the responsibility of NSCs must be clarified, and guidance must be offered on the promotion of gamification.
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  • 文章类型: Clinical Trial Protocol
    背景:性传播感染(STIs)的发病率正在增加,尤其是年轻人。需要工具来增加关于性教育和性传播感染预防和治疗的知识。游戏化可以成为年轻人和卫生专业人员的良好培训工具。这项研究的主要目的是评估培训干预对性传播感染预防的影响。检测,和初级保健专业人员的治疗。
    方法:多中心集群随机对照试验。初级保健专业人员将接受干预(关于性教育和性传播感染的在线视频游戏[SEXIT]),并将与未接受干预的对照组进行比较。组分配将按群集随机化。该研究将包括干预前的事后评估:知识测试将在干预前后和干预后3个月进行。该测试也将在对照组中以相同的时间顺序进行。培训干预的影响将在6个月内进行评估,重点关注与性传播感染临床管理相关的各种变量。此评估需要与性传播感染的临床方法相关的诊断测试和抗生素处方的临床记录。所需的样本量为262(每组131)。
    结论:与对照组相比,干预组参与者在干预后的知识和临床行为结局有望得到改善.我们计划开发一个教育视频游戏来增加关于性的知识,性传播感染和暴力。在ISRCTN注册的协议,参考号为ISRCTN17783607。
    BACKGROUND: The incidence of sexually transmitted infections (STIs) is increasing, especially among young people. Tools are needed to increase knowledge about sex education and STI prevention and treatment. Gamification can be a good training tool for both young people and health professionals. The primary objective of this study is to assess the impact of a training intervention on STI prevention, detection, and treatment in primary care professionals.
    METHODS: Multicentre cluster randomized controlled trial. Groups of primary care professionals will receive an intervention (online video game on sex education and STIs [SEXIT]) and will be compared with control groups that will not receive the intervention. Group assignments will be randomized by clusters. The study will consist of a pre-post evaluation of the intervention: a knowledge test will be administered before and after the intervention and 3 months after the intervention. This test will also be carried out on the same time sequence in the control groups. The impact of the training intervention will be assessed over a 6-month period, focusing on various variables associated with the clinical management of STIs. This evaluation entails the clinical records of diagnostic tests and antibiotic prescriptions related to the clinical approach to STIs. The required sample size is 262 (131 per group).
    CONCLUSIONS: Compared with those in the control group, improvements in knowledge and clinical behavioural outcomes after the intervention are expected for participants in the intervention groups. We plan to develop an educational video game to increase the knowledge about sexuality, STIs and violence. Protocol registered at ISRCTN with reference number ISRCTN17783607.
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  • 文章类型: Journal Article
    近年来,技术在教育中的整合彻底改变了传统的学习范式。数字素养,21世纪的一项关键技能,已经成为现代教育的一个重要方面,使学生能够导航,批判性评估,并有效地使用数字工具。随着教育工作者努力提高参与度和学习成果,游戏化作为一种吉祥的教学方法出现了。通过将游戏机制应用于非游戏环境,游戏化旨在创造更加身临其境和数字化的学习体验。
    本研究论文旨在调查学习者在本科阶段的数字素养课程中对游戏化的影响和接受程度。
    在一项干预前研究中,168名本科生被随机分配到实验组(基于游戏化)或对照组(常规)学习条件。两组参与者在数字素养方面都学习了相同的主题。
    实证研究结果表明,实验组的参与者在数字素养方面的学业成绩要好于未接触过基于游戏的学习环境的参与者。参与者先前的游戏化经验并未被发现是他们在数字素养课程中接受游戏化的重要预测因素。
    该研究提供了证据支持游戏化在增强数字素养教育方面的潜在好处,并为在高等教育环境中进一步探索和实施游戏化学习方法打开了大门。
    UNASSIGNED: In recent years, the integration of technology in education has revolutionized traditional learning paradigms. Digital literacy, a crucial skill in the 21st century, has become a vital aspect of modern education, enabling students to navigate, critically assess, and effectively use digital tools. As educators strive to boost engagement and learning outcomes, gamification has appeared as an auspicious pedagogical approach. By applying game mechanics to nongame contexts, gamification seeks to create a more immersive and digital learning experience.
    UNASSIGNED: This research paper aims to investigate the impact and acceptance of gamification by learners in a digital literacy course at the undergraduate level.
    UNASSIGNED: In a pre-post intervention study, 168 undergraduate students were randomly assigned either to the experimental group (gamification based) or control group (conventional) learning condition. Both groups of participants learned the same topics in digital literacy.
    UNASSIGNED: Empirical findings showed that participants from the experimental group had better academic performance in digital literacy than those who were not exposed to the game-based learning environment. The participants\' prior experience with gamification was not found to be a significant predictor of their acceptance of gamification in a digital literacy course.
    UNASSIGNED: The study provides evidence supporting the potential benefits of gamification in enhancing digital literacy education and opens the door for further exploration and implementation of gamified learning approaches in higher education settings.
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  • 文章类型: Journal Article
    数字方法有可能使活动推广对儿童和青少年具有吸引力并适合其年龄。KIJANI是一款移动应用程序,旨在通过游戏化和增强现实来增加青少年的身体活动(PA)。本研究通过多方法方法调查了KIJANI的用户体验。
    KIJANI基于可以通过PA赚取虚拟硬币的概念,例如,以收集的步数形式。有了这些硬币,块可以买,它可用于创建虚拟建筑物和景观,并通过增强现实将其集成到玩家的真实世界环境中。为了评估用户体验,参与者三人一组玩KIJANI25分钟。之后,通过一对一的半结构化访谈对KIJANI进行了定性评估,并通过标准化问卷进行了定量评估。
    总的来说,22名参与者(12.6±1.7岁,研究中包括6名女孩)。游戏的整体概念和实现受到目标群体的好评。研究参与者确实对KIJANI的进一步发展有各种创造性的想法。大多数(n=16)认为使用KIJANI会增加他们的PA水平。基于UEQ量表的用户体验为(平均值±SD):吸引力(1.78±1.82),清晰度(2.15±0.680),效率(0.67±1.25),可靠性,(1.21±0.93),刺激(1.24±1.78),和新颖性(1.27±1.34)。
    有了这些见解,KIJANI的参与性发展又迈出了一步。像KIJANI这样的应用程序似乎适合在儿童和青少年中推广PA。
    UNASSIGNED: Digital approaches have the potential to make activity promotion attractive and age-appropriate for children and adolescents. KIJANI is a mobile application aiming to increase physical activity (PA) in youth via gamification and augmented reality. This study investigates the user experience with KIJANI through a multimethod approach.
    UNASSIGNED: KIJANI is based on the concept that virtual coins can be earned through PA, for example, in the form of collected step counts. With these coins, blocks can be bought, which can be used to create virtual buildings and landscapes and integrate these into the player\'s real-world environment via augmented reality. To evaluate the user experience, participants played KIJANI in groups of three for 25 min. Afterwards KIJANI was evaluated qualitatively with one-on-one semi-structured interviews as well as quantitatively with standardized questionnaires.
    UNASSIGNED: Overall, 22 participants (12.6 ± 1.7 years, 6 girls) were included in the study. The overall game concept and realization were well received by the target group. Study participants did have various and creative ideas for the further development of KIJANI. The majority (n = 16) thought that using KIJANI would increase their PA level. User experience based on the UEQ scale was (mean ± SD): attractiveness (1.78 ± 1.82), perspicuity (2.15 ± 0.680), efficiency (0.67 ± 1.25), dependability, (1.21 ± 0.93), stimulation (1.24 ± 1.78), and novelty (1.27 ± 1.34).
    UNASSIGNED: With these insights, a further step has been taken in the participatory development of KIJANI. Apps like KIJANI appear to be suitable for PA promotion in children and adolescents.
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  • 文章类型: Journal Article
    背景:紧急分诊,这涉及在压力和时间限制下的复杂决策,可能会因为工作场所的分心而受到不准确的影响。开发了一个严肃的游戏来模拟分诊过程和环境。进行了一项试点研究,以收集有关干扰因素对急诊护士分诊准确性影响的初步数据。
    方法:本研究设计了一项2×2因子随机对照试验(RCT)。70名急诊室护士的样本被随机分配到三个暴露于不同干扰物的实验组(噪音,任务中断,和两者)和一个对照组。护士有两个小时的时间来完成一系列的20个临床小插曲,他们必须建立一个主要投诉并分配一个紧急级别。
    结果:在规定的时间内,55名护士每人完成了大约15个小插曲。在分诊性能方面没有出现组间差异。护士对专注于分诊的严肃游戏非常满意。
    结论:结果表明,我们研究的结构和严肃的游戏都可用于在更大范围内进行未来的RCT。缺乏干扰效应引发了人们对发现对分诊性能有重大影响所需的频率和强度的质疑。
    BACKGROUND: Emergency triage, which involves complex decision-making under stress and time constraints, may suffer from inaccuracies due to workplace distractions. A serious game was developed to simulate the triage process and environment. A pilot study was undertaken to collect preliminary data on the effects of distractors on emergency nurse triage accuracy.
    METHODS: A 2 × 2 factorial randomized controlled trial (RCT) was designed for the study. A sample of 70 emergency room nurses was randomly assigned to three experimental groups exposed to different distractors (noise, task interruptions, and both) and one control group. Nurses had two hours to complete a series of 20 clinical vignettes, in which they had to establish a chief complaint and assign an emergency level.
    RESULTS: Fifty-five nurses completed approximately 15 vignettes each during the allotted time. No intergroup differences emerged in terms of triage performance. Nurses had a very favorable appreciation of the serious game focusing on triage.
    CONCLUSIONS: The results show that both the structure of our study and the serious game can be used to carry out a future RCT on a larger scale. The lack of a distractor effect raises questions about the frequency and intensity required to find a significant impact on triage performance.
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  • 文章类型: Journal Article
    背景:数字技术和游戏化应用程序在医疗保健环境中很有用。游戏化使用技术通过类似游戏的体验来影响用户的行为和动机。患者坚持增强术后恢复(ERAS)计划对于实现术后早期恢复至关重要,并且持续监测对于获得良好结果至关重要。
    目的:本研究旨在描述用于增强术后恢复的移动应用程序(MobERAS)的开发和验证,一个游戏化的移动健康应用程序,用于根据ERAS计划在术后期间对患者进行远程监护,并评估其功能和可用性以及患者的体验,卫生保健专业人员,和计算机专业人员使用它。
    方法:我们开发了用于术后远程监测的MobERAS,在患者积极参与的过程中,并为卫生团队提供实时信息。应用程序开发过程包括理想化,跨学科团队组建,潜在需求评估,和产品部署。在整个开发过程中进行了可用性测试,并进行了改进,技术调整,和更新。定稿后,进行了全面的验证试验。评估的参数是那些可以影响住院时间的参数,比如恶心,呕吐,疼痛量表,恢复正常的胃肠功能,和血栓栓塞事件。MobERAS旨在由用户在手机上下载,片剂,或其他移动设备,并提供术后数据。该应用程序有一个GPS,监测患者的步行时间和距离,并连接到存储收集的数据的虚拟数据库。
    结果:纳入接受中型和大型妇科肿瘤手术的妇女。我们纳入了65例患者,平均年龄为53.2岁(SD7.4,范围18-85岁)。使用时间为23.4至70小时(平均45.1,SD19.2小时)。关于坚持使用MobERAS,平均填充率为56.3%(标准差为12.1%,范围41.7%-100%),并获得了65例患者中60例(92.3%)的下床数据。研究人员可以实时访问患者填写的数据。患者很好地接受了MobERAS的使用,与应用程序的可用性的良好评价。MobERAS易于使用,并且由于其游戏化的设计而被认为具有吸引力。该应用程序在所有项目中被医疗保健专业人员(n=20)和专门从事技术创新的专业人员(n=10)评为好或非常好。
    结论:MobERAS易于使用,安全,被患者接受,并得到专家的良好评估。它可以在临床外科实践中非常有用,并且是使患者和医疗保健专业人员更多参与ERAS计划的重要工具。
    BACKGROUND: Digital technology and gamified apps can be useful in the health care context. Gamification uses technology to influence users\' actions and motivations through experiences that resemble games. Patient adherence to the enhanced recovery after surgery (ERAS) program is crucial for achieving early recovery after surgery and continuous monitoring is essential for obtaining good results.
    OBJECTIVE: This study aimed to describe the development and validation of a mobile app for enhanced recovery after surgery (MobERAS), a gamified mobile health app for telemonitoring patients in the postoperative period based on the ERAS program, and to evaluate its functionality and usability and the experience of patients, health care professionals, and computer professionals with its use.
    METHODS: We developed MobERAS for postoperative telemonitoring, with active participation of patients in the process, and offering availability of real-time information for the health team. The app development process included idealization, interdisciplinary team formation, potential needs assessment, and product deployment. Usability tests were conducted throughout the development process with improvements, technical adjustments, and updates. After finalization, comprehensive verification tests were performed. The parameters evaluated are those that can influence the length of hospital stay, such as nausea, vomiting, pain scales, return to normal gastrointestinal function, and thromboembolic events. MobERAS was designed to be downloaded by users on their phones, tablets, or other mobile devices and to provide postoperative data. The app has a GPS that monitors the patient\'s walking time and distance and is connected to a virtual database that stores the collected data.
    RESULTS: Women undergoing medium and major gynecologic oncologic surgeries were included. We included 65 patients with an average age of 53.2 (SD 7.4, range 18-85) years. The time of use ranged from 23.4 to 70 hours (mean 45.1, SD 19.2 hours). Regarding adherence to the use of MobERAS, the mean fill rate was 56.3% (SD 12.1%, range 41.7%-100%), and ambulation data were obtained for 60 (92.3%) of the 65 patients. The researcher had access to the data filled out by the patients in real time. There was good acceptance of the use of MobERAS by the patients, with good evaluation of the app\'s usability. MobERAS was easy to use and considered attractive because of its gamified design. The app was rated as good or very good in all items by health care professionals (n=20) and professionals specializing in technological innovation (n=10).
    CONCLUSIONS: MobERAS is easy to use, safe, well accepted by patients, and well evaluated by experts. It can be of great use in clinical surgical practice and an important tool for greater engagement of patients and health care professionals with the ERAS program.
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  • 文章类型: Journal Article
    背景:游戏化和增强现实(AR)是创新的教学模式。关于将这两种策略结合在护理教育中的效果的研究很少。
    目的:探讨在机械通气(MV)教学中联合使用游戏化和AR对护生知识的影响,动机,自我效能感,和满意度。
    方法:随机对照试验。
    方法:在埃及方便选择护理学院。
    方法:共410名护生。
    方法:参与者被随机分配到干预组或对照组(每组205人)。Kahoot游戏和AR用于干预组,而对照组采用了传统的讲座。结果包括学生的知识水平,学习动机,自我效能感,和满意度。
    结果:混合设计重复测量ANOVA检验显示,随着时间的推移,受试者内知识测验得分存在统计学上的显着差异(p值[效应大小]:<0.001[0.515]),由于干预措施的主要影响,受试者之间(<0.001[0.146]),以及组间和时间的内部交互效应(<0.001[0.515])。使用Kahoot和AR后,干预组的平均自我效能感总分明显高于对照组(<0.001[0.662])。与传统讲座相比,Kahoot和AR组的动机总分中位数明显更高(<0.001[0.558])。
    结论:Kahoot游戏和AR显著增加护生的知识,动机,与传统MV学习班相比,自我效能感。护理教育者需要将Kahoot和AR纳入其教学方法,以提高护士学生的满意度和发展。
    BACKGROUND: Gamification and augmented reality (AR) are innovative teaching modalities. Research on the effects of combining these two strategies in nursing education is scarce.
    OBJECTIVE: To examine the effect of the combined use of gamification and AR in teaching mechanical ventilation (MV) on nurse students\' knowledge, motivation, self-efficacy, and satisfaction.
    METHODS: Randomized controlled trial.
    METHODS: A conveniently selected faculty of nursing in Egypt.
    METHODS: A total of 410 nurse students.
    METHODS: Participants were randomly assigned to the intervention or control group (205 in each). Kahoot games and AR were used in the intervention group, whereas a traditional lecture was applied in the control group. The outcomes included levels of students\' knowledge, learning motivation, self-efficacy, and satisfaction.
    RESULTS: Mixed design repeated-measures ANOVA test revealed a statistically significant difference in knowledge test scores within-subject over time (p-value [effect size]: <0.001 [0.515]), between-subject due to the main effect of interventions (<0.001 [0.146]), and within-between interaction effect of group and time (<0.001 [0.515]). After using Kahoot and AR, the total mean self-efficacy score was significantly higher in the intervention group than in the control group (<0.001 [0.662]). The total median motivation score was significantly higher for the Kahoot and the AR groups compared with the traditional lecture (<0.001 [0.558]).
    CONCLUSIONS: Kahoot games and AR significantly increased nurse students\' knowledge, motivation, and self-efficacy compared with traditional MV learning classes. Nursing educators need to incorporate Kahoot and AR in their pedagogies to enhance nurse students\' satisfaction and development.
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  • 文章类型: Journal Article
    背景:腹腔镜胆囊切除术(LC)中的主要胆管损伤,通常源于手术判断的错误和对关键解剖结构的视觉误解,显着影响发病率,死亡率,残疾,和医疗费用。
    目的:为了提高LC学习的安全性,我们开发了一款教育手机游戏,LapBotSafeChole,它使用人工智能(AI)模型来提供实时指导和反馈,改善术中决策。
    方法:LapBotSafeChole提供免费的,具有实时AI反馈的可访问模拟学习体验。玩家参与术中LC场景(短视频剪辑)并确定理想的解剖区域。在回应之后,用户从经过验证的AI算法中获得准确性评分。游戏包括5个级别的难度增加的基础上的Parkland等级为胆囊炎。
    结果:Beta测试(n=29)显示每轮得分提高,主治医师和高级学员的得分比初级住院医师快。学习曲线和进展杰出的候选人,用户水平和分数之间存在显著关联(P=0.003)。玩家发现LapBot令人愉快和教育。
    结论:LapBotSafeChole有效地将安全LC原理集成到一个有趣的,可访问,和使用AI生成的反馈的教育游戏。最初的beta测试支持评估分数的有效性,并建议手术学员具有很高的采用和参与潜力。
    BACKGROUND:  Major bile duct injuries during laparoscopic cholecystectomy (LC), often stemming from errors in surgical judgment and visual misperception of critical anatomy, significantly impact morbidity, mortality, disability, and health care costs.
    OBJECTIVE:  To enhance safe LC learning, we developed an educational mobile game, LapBot Safe Chole, which uses an artificial intelligence (AI) model to provide real-time coaching and feedback, improving intraoperative decision-making.
    METHODS:  LapBot Safe Chole offers a free, accessible simulated learning experience with real-time AI feedback. Players engage with intraoperative LC scenarios (short video clips) and identify ideal dissection zones. After the response, users receive an accuracy score from a validated AI algorithm. The game consists of 5 levels of increasing difficulty based on the Parkland grading scale for cholecystitis.
    RESULTS:  Beta testing (n=29) showed score improvements with each round, with attendings and senior trainees achieving top scores faster than junior residents. Learning curves and progression distinguished candidates, with a significant association between user level and scores (P=.003). Players found LapBot enjoyable and educational.
    CONCLUSIONS:  LapBot Safe Chole effectively integrates safe LC principles into a fun, accessible, and educational game using AI-generated feedback. Initial beta testing supports the validity of the assessment scores and suggests high adoption and engagement potential among surgical trainees.
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  • 文章类型: Journal Article
    背景:沉浸式虚拟现实(VR)是一种有前途的疗法,可改善危重病患者的体验,并可能有助于避免出院后的功能障碍。然而,感兴趣的决定因素和可用性可能因局部而异,文献中的摄取报告也是可变的。
    目的:这种混合方法,可行性研究旨在评估沉浸式VR在单一机构的危重患者中的可接受性和潜在实用性。
    方法:两个重症监护病房之一的没有谵妄的成年人有机会参加5-15分钟的沉浸式VR,由VR耳机提供。患者生命体征,心率变异性,心情,并在体验前后进行疼痛评估。前后比较使用配对,双侧t检验。VR体验后进行了半结构化访谈。患者对经历的描述,问题,并通过专题分析总结了潜在的用途。
    结果:有机会参与的35名患者中,20(57%)同意参与沉浸式VR体验,不同年龄的参与率没有差异。整体情绪的改善(平均1.8分,[95%置信区间0.6-3.0],P=.002),焦虑(1.7分[0.8-2.7],P=.001),和疼痛(1.3分[0.5-2.1],P=.003)在1-10个尺度上观察到。平均心率从基线86.1(SD11.8)bpm变化-1.1(-0.3至-1.9;P=.008)次/分钟(bpm),心率变异性从基线压力指数40.0(SD23)sec-2变化-5.0(-1.5至-8.5;P=.004)sec-2。患者评论了该疗法解决疼痛的潜力,减轻焦虑,促进冷静。技术挑战很小,没有观察到不利影响。
    结论:患者对沉浸式的接受度较高,主要是医疗重症监护人群,几乎没有虚拟现实经验。患者评论了其改善认知和情绪症状的潜力。.研究人员可以考虑将最小修改的商用VR耳机集成到ICU现有工作流程中,以评估VR对各种终点的功效。
    背景:
    BACKGROUND: Immersive virtual reality (VR) is a promising therapy to improve the experience of patients with critical illness and may help avoid postdischarge functional impairments. However, the determinants of interest and usability may vary locally and reports of uptake in the literature are variable.
    OBJECTIVE: The aim of this mixed methods feasibility study was to assess the acceptability and potential utility of immersive VR in critically ill patients at a single institution.
    METHODS: Adults without delirium who were admitted to 1 of 2 intensive care units were offered the opportunity to participate in 5-15 minutes of immersive VR delivered by a VR headset. Patient vital signs, heart rate variability, mood, and pain were assessed before and after the VR experience. Pre-post comparisons were performed using paired 2-sided t tests. A semistructured interview was administered after the VR experience. Patient descriptions of the experience, issues, and potential uses were summarized with thematic analysis.
    RESULTS: Of the 35 patients offered the chance to participate, 20 (57%) agreed to partake in the immersive VR experience, with no difference in participation rate by age. Improvements were observed in overall mood (mean difference 1.8 points, 95% CI 0.6-3.0; P=.002), anxiety (difference of 1.7 points, 95% CI 0.8-2.7; P=.001), and pain (difference of 1.3 points, 95% CI 0.5-2.1; P=.003) assessed on 1-10 scales. The heart rate changed by a mean of -1.1 (95% CI -0.3 to -1.9; P=.008) beats per minute (bpm) from a baseline of 86.1 (SD 11.8) bpm and heart rate variability, assessed by the stress index (SI), changed by a mean of -5.0 (95% CI -1.5 to -8.5; P=.004) seconds-2 from a baseline SI of 40.0 (SD 23) seconds-2. Patients commented on the potential for the therapy to address pain, lessen anxiety, and facilitate calmness. Technical challenges were minimal and there were no adverse effects observed.
    CONCLUSIONS: Patient acceptance of immersive VR was high in a mostly medical intensive care population with little prior VR experience. Patients commented on the potential of immersive VR to ameliorate cognitive and emotional symptoms. Investigators can consider integrating minimally modified commercial VR headsets into the existing intensive care unit workflow to further assess VR\'s efficacy for a variety of endpoints.
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