Suppr超能文献

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.

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/11382433/9c239fbd4c0a/games-v12-e50066-g001.jpg

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验