Despite the benefits associated with virtual learning environments and serious games, there are open, fundamental issues regarding simulation fidelity and multi-modal cue interaction and their effect on immersion, transfer of knowledge, and retention. Here we describe the results of a study that examined the effect of ambient (background) sound on the perception of visual fidelity (defined with respect to texture resolution). Results suggest that the perception of visual fidelity is dependent on ambient sound and more specifically, white noise can have detrimental effects on our perception of high quality visuals. The results of this study will guide future studies that will ultimately aid in developing an understanding of the role that fidelity, and multi-modal interactions play with respect to knowledge transfer and retention for users of virtual simulations and serious games.
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Adv Simul (Lond)
March 2025
Institute of Medical Education, University Hospital Bonn, Bonn, Germany.
Background: The use of virtual patients enables learning medical history taking in a safe environment without endangering patients' safety. The use of a chatbot embedded in serious games provides one way to interact with virtual patients. In this sense, the chatbot can be understood as a game design element, whose implementation should be theory driven and evidence based.
View Article and Find Full Text PDFEur J Appl Physiol
March 2025
Institute of Sport Science, University of Bern, Bremgartenstrasse 145, 3013, Bern, Switzerland.
Purpose: The study determined whether an exergame training (EXT) resulted in greater improvements in health-related outcomes compared to traditional moderate-intensity continuous training (MICT).
Methods: In total, 47 individuals (age 30±11 years) were randomized into an EXT (n = 24) and an MICT group (n = 23). Throughout the eight-week intervention period, the EXT group attended 20-30 min of EXT three times a week while the MICT group completed 20-45 min of MICT three times a week.
JMIR Serious Games
March 2025
School of Humanities and Social Sciences, Harbin Institute of Technology (Shenzhen), Nanshan District Xili University Town, Shenzhen, CN.
Background: Smartwatch-based gamification holds great promise for empowering fitness applications and promoting physical exercise, yet existing empirical evidence on its effectiveness remains inconclusive, partly due to "one-size-fits-all" design approaches neglecting individual differences. While the emerging research area of tailored gamification calls for more accurate user modeling and better customization of game elements, existing studies relied primarily on rating-scale-based measures and correlational analyses with methodological limitations.
Objective: This study aimed to improve smartwatch-based gamification with an innovative approach of user modeling, in order to better motivate physical exercise among different user groups with tailored solutions.
JMIR Serious Games
March 2025
Department of Anesthesiology, National Clinical Research Center for Geriatrics, West China Hospital, Sichuan University, No. 37 Guoxue Lane, Wuhou District, Sichuan Province, Chengdu, 610041, China, 86 028-85423593.
Background: Pediatric patients undergoing surgery frequently experience significant anxiety, which can result in adverse effects such as prolonged sedation and behavioral changes associated with pharmacological interventions such as oral midazolam. Video games offer a nonpharmacological distraction method that shows promise in alleviating procedural anxiety without significant adverse effects. However, the effectiveness of video games compared to midazolam in managing perioperative anxiety remains uncertain.
View Article and Find Full Text PDFJMIR Serious Games
March 2025
National Clinical Research Center on Mental Disorders and Mental Health Institute of the Second Xiangya Hospital, Central South University, 139 Renmin Middle Rd, Changsha, 410011, China, 86 139074840867.
Background: Cognitive bias modification (CBM) programs have shown promise in treating psychiatric conditions, but they can be perceived as boring and repetitive. Incorporating gamified designs and adaptive algorithms in CBM training may address this issue and enhance engagement and effectiveness.
Objectives: This study aims to gather preliminary data and assess the preliminary efficacy of an adaptive approach bias modification (A-ApBM) paradigm in reducing cue-induced craving in individuals with methamphetamine use history.
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