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一款增强现实移动电子健康运动游戏中设计决策背后的基本原理,该游戏旨在增加患有心力衰竭的不活跃老年人的身体活动量。

The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure.

作者信息

Berglund Aseel, Klompstra Leonie, Orädd Helena, Fallström Johan, Strömberg Anna, Jaarsma Tiny, Berglund Erik

机构信息

Department of Computer and Information Science, Linköping University, Linköping, Sweden.

Department of Health, Medicine and Caring Sciences, Linköping University, Linköping, Sweden.

出版信息

JMIR Serious Games. 2024 Aug 21;12:e50066. doi: 10.2196/50066.

DOI:10.2196/50066
PMID:39185820
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11382433/
Abstract

Physical activity is important for everyone to maintain and improve health, especially for people with chronic diseases. Mobile exergaming has the potential to increase physical activity and to specifically reach people with poor activity levels. However, commercial mobile exergames are not specially designed for older people with chronic illnesses such as heart failure. The primary aim of this viewpoint is to describe the underlying reasoning guiding the design choices made in developing a mobile exergame, Heart Farming, tailored specifically for sedentary older people diagnosed with heart failure. The goal of the exergame is to increase physical activity levels by increasing the daily walking duration of patients with heart failure by at least 10 minutes. The rationale guiding the design decisions of the mobile exergame is grounded in the thoughtful integration of gamification strategies tailored for application in cardiovascular care. This integration is achieved through applying gamification components, gamification elements, and gamification principles. The Heart Farming mobile exergame is about helping a farmer take care of and expand a virtual farm, with these activities taking place while the patient walks in the real world. The exergame can be adapted to individual preferences and physical condition regarding where, how, when, and how much to play and walk. The exergame is developed using augmented reality so it can be played both indoors and outdoors. Augmented reality technology is used to track the patients' movement in the real world and to interpret that movement into events in the exergame rather than to augment the mobile user interface.

摘要

体育活动对每个人维持和改善健康都很重要,尤其是对患有慢性病的人。移动健身游戏有潜力增加体育活动,特别是能够惠及活动水平较低的人群。然而,商业移动健身游戏并非专门为患有心力衰竭等慢性病的老年人设计。本观点的主要目的是描述在开发一款名为“心脏农场”的移动健身游戏时,指导其设计选择的潜在推理过程,该游戏是专门为被诊断患有心力衰竭的久坐不动的老年人量身定制的。这款健身游戏的目标是通过将心力衰竭患者的每日步行时长至少增加10分钟来提高身体活动水平。指导这款移动健身游戏设计决策的基本原理基于为心血管护理应用量身定制的游戏化策略的精心整合。这种整合是通过应用游戏化组件、游戏化元素和游戏化原则来实现的。“心脏农场”移动健身游戏是关于帮助一位农民照料和扩建一个虚拟农场,这些活动在患者在现实世界中行走时进行。这款健身游戏可以根据个人偏好以及在何处、如何、何时以及玩和走多少等方面的身体状况进行调整。这款健身游戏是利用增强现实技术开发的,因此可以在室内和室外玩。增强现实技术用于跟踪患者在现实世界中的运动,并将该运动转化为健身游戏中的事件,而不是增强移动用户界面。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9fcc/11382433/e1f920af229e/games-v12-e50066-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9fcc/11382433/9c239fbd4c0a/games-v12-e50066-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9fcc/11382433/5b63a1c997ab/games-v12-e50066-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9fcc/11382433/56f58fc4bed7/games-v12-e50066-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9fcc/11382433/c8aa24733b38/games-v12-e50066-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9fcc/11382433/e1f920af229e/games-v12-e50066-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9fcc/11382433/9c239fbd4c0a/games-v12-e50066-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9fcc/11382433/5b63a1c997ab/games-v12-e50066-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9fcc/11382433/56f58fc4bed7/games-v12-e50066-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9fcc/11382433/c8aa24733b38/games-v12-e50066-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9fcc/11382433/e1f920af229e/games-v12-e50066-g005.jpg

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本文引用的文献

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JMIR Form Res. 2024 Aug 7;8:e50063. doi: 10.2196/50063.
2
Exploring the Psychological Nexus of Virtual and Augmented Reality on Physical Activity in Older Adults: A Rapid Review.探索虚拟现实和增强现实对老年人身体活动的心理关联:一项快速综述。
Behav Sci (Basel). 2023 Dec 31;14(1):31. doi: 10.3390/bs14010031.
3
Older adults' experiences of implementing exergaming programs: a systematic review and qualitative meta-synthesis.
老年人实施健身游戏计划的体验:系统评价和定性元分析。
Age Ageing. 2022 Dec 5;51(12). doi: 10.1093/ageing/afac251.
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Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease.理解和评估心血管疾病患者数字医疗干预中的游戏化。
Eur J Cardiovasc Nurs. 2022 Aug 29;21(6):630-638. doi: 10.1093/eurjcn/zvac048.
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Effects of Exergaming in Patients with Cardiovascular Disease Compared to Conventional Cardiac Rehabilitation: A Systematic Review and Meta-Analysis.电子游戏运动对心血管疾病患者的影响与传统心脏康复的比较:系统评价和荟萃分析。
Int J Environ Res Public Health. 2022 Mar 15;19(6):3492. doi: 10.3390/ijerph19063492.
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Exercise Motivation and Self-Efficacy Vary Among Patients with Heart Failure - An Explorative Analysis Using Data from the HF-Wii Study.心力衰竭患者的运动动机和自我效能各不相同——一项基于HF-Wii研究数据的探索性分析
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2021 ESC Guidelines for the diagnosis and treatment of acute and chronic heart failure.2021年欧洲心脏病学会急性和慢性心力衰竭诊断与治疗指南。
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