• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

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

一款半沉浸式音乐严肃游戏对住院老年患者认知功能的刺激作用:问卷调查研究

User Experience of a Semi-Immersive Musical Serious Game to Stimulate Cognitive Functions in Hospitalized Older Patients: Questionnaire Study.

作者信息

Samson Laurent, Carcreff Lena, Noublanche Frédéric, Noublanche Sophie, Vermersch-Leiber Hélène, Annweiler Cédric

机构信息

Department of Medical and Rehabilitation Care, Angers University Hospital, Angers, France.

Research Center on Autonomy and Longevity, Angers Living Lab in Hospital Geriatrics (Allegro), Department of Geriatric Medicine and Memory Clinic, Angers University Hospital, 4 rue Larey, Angers, 49100, France.

出版信息

JMIR Serious Games. 2025 Jan 6;13:e57030. doi: 10.2196/57030.

DOI:10.2196/57030
PMID:39763099
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11728198/
Abstract

BACKGROUND

Reminiscence therapy through music is a psychosocial intervention with benefits for older patients with neurocognitive disorders. Therapies using virtual or augmented reality are efficient in ecologically assessing, and eventually training, episodic memory in older populations. We designed a semi-immersive musical game called "A Life in Songs," which invites patients to immerse themselves in a past era through visuals and songs from that time period. The game aspires to become a playful, easy-to-use, and complete tool for the assessment, rehabilitation, and prevention of neurocognitive decline associated with aging.

OBJECTIVE

This study aimed to assess the user experience (UX) associated with the newly designed serious game.

METHODS

After one or several sessions of the game guided by the therapist, patients of the geriatric wards were asked to answer questions selected from 2 widely known UX scales (AttrakDiff and meCUE [modular evaluation of the components of user experience]) with the therapist's help. The internal consistency of the UX dimensions was assessed through Cronbach α to verify the validity of the dimensions. The level of engagement of the patient throughout the experimental session was also assessed following an internally developed scale, which included 5 levels (interactive, constructive, active, passive, and disengaged behaviors). UX mean scores were computed and presented graphically. Verbal feedbacks were reported to support the quantitative results.

RESULTS

Overall, 60 inpatients with a mean age of 84.2 (SD 5.5) years, the majority of whom were women (41/60, 68%), were included. Their score on the Mini-Mental State Examination (MMSE) ranged between 12 and 29. A majority of patients (27/56, 48%) had no major neurocognitive disorder (MNCD), 22/56 (39%) had mild MNCD, and 7/56 (13%) had moderate MNCD. The results revealed very positive UX with mean values beyond the neutral values for every UX dimension of both scales. The overall mean (SD) judgment was rated 3.92 (SD 0.87) (on a scale of -5 to 5). Internal consistency was acceptable to good for the emotional dimensions of the meCUE. Questionable to unacceptable consistency was found for the other UX dimensions. Participants were mostly active (23/60, 38%) and constructive (21/60, 35%).

CONCLUSIONS

These findings demonstrated a very good appreciation of the game by geriatric inpatients. Participants' and health care professionals' verbal comments strongly aligned with the quantitative results. The poor internal consistency in the UX dimensions reflected the high heterogeneity among the included patients. Further studies are needed to evaluate the potential benefits of clinical factors such as neurocognitive functions, mood, depression, or quality of life.

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b9f1/11728198/79e2b9efdda6/games-v13-e57030-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b9f1/11728198/1df4793403ba/games-v13-e57030-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b9f1/11728198/76a5c78da7ca/games-v13-e57030-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b9f1/11728198/e5b4bdb93af7/games-v13-e57030-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b9f1/11728198/87f52da3f097/games-v13-e57030-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b9f1/11728198/79e2b9efdda6/games-v13-e57030-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b9f1/11728198/1df4793403ba/games-v13-e57030-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b9f1/11728198/76a5c78da7ca/games-v13-e57030-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b9f1/11728198/e5b4bdb93af7/games-v13-e57030-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b9f1/11728198/87f52da3f097/games-v13-e57030-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b9f1/11728198/79e2b9efdda6/games-v13-e57030-g005.jpg
摘要

背景

通过音乐进行的怀旧疗法是一种心理社会干预措施,对患有神经认知障碍的老年患者有益。使用虚拟现实或增强现实的疗法在生态评估以及最终训练老年人群的情景记忆方面很有效。我们设计了一款名为“歌曲中的一生”的半沉浸式音乐游戏,邀请患者通过那个时期的视觉效果和歌曲沉浸在过去的时代。该游戏渴望成为一个有趣、易于使用且完整的工具,用于评估、康复和预防与衰老相关的神经认知衰退。

目的

本研究旨在评估与新设计的严肃游戏相关的用户体验(UX)。

方法

在治疗师指导下进行一到几轮游戏后,老年病房的患者在治疗师的帮助下回答从两个广为人知的用户体验量表(AttrakDiff和meCUE [用户体验组件的模块化评估])中选出的问题。通过克朗巴赫α系数评估用户体验维度的内部一致性,以验证维度的有效性。还根据内部制定的量表评估患者在整个实验过程中的参与程度,该量表包括5个级别(互动、建设性、主动、被动和脱离行为)。计算用户体验平均得分并以图形方式呈现。报告了口头反馈以支持定量结果。

结果

总体而言,纳入了60名住院患者,平均年龄为84.2(标准差5.5)岁,其中大多数为女性(41/60,68%)。他们的简易精神状态检查表(MMSE)得分在12至29之间。大多数患者(27/56,48%)没有重大神经认知障碍(MNCD),22/56(39%)患有轻度MNCD,7/56(13%)患有中度MNCD。结果显示用户体验非常积极,两个量表的每个用户体验维度的平均值都超过了中性值。总体平均(标准差)评分为3.92(标准差0.87)(范围为-5至5)。meCUE的情感维度的内部一致性可接受至良好。其他用户体验维度的一致性则可疑至不可接受。参与者大多表现为主动(23/60,38%)和建设性(21/60,35%)。

结论

这些发现表明老年住院患者对该游戏评价很高。参与者和医疗保健专业人员的口头评论与定量结果高度一致。用户体验维度中较差的内部一致性反映了纳入患者之间的高度异质性。需要进一步研究来评估神经认知功能、情绪、抑郁或生活质量等临床因素的潜在益处。

相似文献

1
User Experience of a Semi-Immersive Musical Serious Game to Stimulate Cognitive Functions in Hospitalized Older Patients: Questionnaire Study.一款半沉浸式音乐严肃游戏对住院老年患者认知功能的刺激作用:问卷调查研究
JMIR Serious Games. 2025 Jan 6;13:e57030. doi: 10.2196/57030.
2
Virtual reality for stroke rehabilitation.用于中风康复的虚拟现实技术。
Cochrane Database Syst Rev. 2025 Jun 20;6:CD008349. doi: 10.1002/14651858.CD008349.pub5.
3
Non-pharmacological interventions for sleep promotion in hospitalized children.促进住院儿童睡眠的非药物干预措施。
Cochrane Database Syst Rev. 2022 Jun 15;6(6):CD012908. doi: 10.1002/14651858.CD012908.pub2.
4
Electronic cigarettes for smoking cessation.用于戒烟的电子烟。
Cochrane Database Syst Rev. 2025 Jan 29;1(1):CD010216. doi: 10.1002/14651858.CD010216.pub9.
5
Aural toilet (ear cleaning) for chronic suppurative otitis media.慢性化脓性中耳炎的耳道清理(耳部清洁)
Cochrane Database Syst Rev. 2025 Jun 9;6(6):CD013057. doi: 10.1002/14651858.CD013057.pub3.
6
Development of a Serious Game to Simulate Neonatal Intensive Care Unit Experiences: Collaborative Quasi-Experimental Study.开发一款模拟新生儿重症监护病房体验的严肃游戏:协作性准实验研究。
JMIR Form Res. 2025 Jun 18;9:e73009. doi: 10.2196/73009.
7
Interventions for central serous chorioretinopathy: a network meta-analysis.中心性浆液性脉络膜视网膜病变的干预措施:一项网状Meta分析
Cochrane Database Syst Rev. 2025 Jun 16;6(6):CD011841. doi: 10.1002/14651858.CD011841.pub3.
8
Interventions for fertility preservation in women with cancer undergoing chemotherapy.对接受化疗的癌症女性进行生育力保存的干预措施。
Cochrane Database Syst Rev. 2025 Jun 19;6:CD012891. doi: 10.1002/14651858.CD012891.pub2.
9
Psychometric properties of the Chinese version of the pros and cons of anorexia nervosa (P-CAN-C) scale: a validation study in patients with anorexia nervosa.神经性厌食症利弊中文版量表(P-CAN-C)的心理测量学特性:一项针对神经性厌食症患者的效度研究
J Eat Disord. 2025 Jun 16;13(1):111. doi: 10.1186/s40337-025-01314-x.
10
Mucolytics for children with chronic suppurative lung disease.用于患有慢性化脓性肺病儿童的黏液溶解剂。
Cochrane Database Syst Rev. 2025 Mar 28;3(3):CD015313. doi: 10.1002/14651858.CD015313.pub2.

本文引用的文献

1
Interest of a Hospital-Based Geriatric Living Lab among Inpatients with Neurocognitive Disorders: The ALLEGRIA Cross-Sectional Study.基于医院的老年生活实验室对神经认知障碍住院患者的兴趣:ALLEGRIA 横断面研究。
Dement Geriatr Cogn Disord. 2024;53(4):190-199. doi: 10.1159/000538144. Epub 2024 Apr 29.
2
Silver tsunamis, gray ceilings, and 'the problem of older adults'.银色海啸、灰色天花板与“老年人问题”
Int Psychogeriatr. 2023 Mar;35(3):127-130. doi: 10.1017/S1041610222001004. Epub 2022 Dec 1.
3
The Effect of Non-Immersive Virtual Reality Exergames versus Traditional Physiotherapy in Parkinson's Disease Older Patients: Preliminary Results from a Randomized-Controlled Trial.
非沉浸式虚拟现实运动游戏与传统物理疗法对帕金森病老年患者的影响:一项随机对照试验的初步结果。
Int J Environ Res Public Health. 2022 Nov 10;19(22):14818. doi: 10.3390/ijerph192214818.
4
Virtual and augmented reality in critical care medicine: the patient's, clinician's, and researcher's perspective.重症监护医学中的虚拟现实和增强现实:患者、临床医生和研究人员的视角。
Crit Care. 2022 Oct 25;26(1):326. doi: 10.1186/s13054-022-04202-x.
5
Evaluation of Available Cognitive Tools Used to Measure Mild Cognitive Decline: A Scoping Review.评估用于测量轻度认知衰退的现有认知工具:范围综述。
Nutrients. 2021 Nov 8;13(11):3974. doi: 10.3390/nu13113974.
6
Virtual and Augmented Reality Applications in Medicine: Analysis of the Scientific Literature.虚拟现实和增强现实技术在医学中的应用:文献分析。
J Med Internet Res. 2021 Feb 10;23(2):e25499. doi: 10.2196/25499.
7
French legal approach to patient consent in clinical research.法国临床研究中患者同意的法律途径。
Anaesth Crit Care Pain Med. 2020 Dec;39(6):883-885. doi: 10.1016/j.accpm.2020.10.012. Epub 2020 Oct 28.
8
Reminiscence Therapy for Dementia.怀旧疗法治疗痴呆。
Issues Ment Health Nurs. 2020 Mar;41(3):265-266. doi: 10.1080/01612840.2019.1654572. Epub 2019 Nov 12.
9
Non-Immersive Virtual Reality for Rehabilitation of the Older People: A Systematic Review into Efficacy and Effectiveness.非沉浸式虚拟现实用于老年人康复:疗效与效果的系统评价
J Clin Med. 2019 Nov 5;8(11):1882. doi: 10.3390/jcm8111882.
10
The development of gerontechnology for hospitalized frail elderly people: The ALLEGRO hospital-based geriatric living lab.老年技术在住院体弱老年人中的发展:基于医院的老年生活实验室 ALLEGRO。
Maturitas. 2019 Jul;125:17-19. doi: 10.1016/j.maturitas.2019.04.002. Epub 2019 Apr 2.