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Background: Applied gaming holds potential as a convenient and engaging means for the delivery of behavioral interventions. For developing and evaluating feasible computer-based interventions, policy makers and designers rely on limited knowledge about what causes variation in usage.
Objective: In this study, we looked closely at why and by whom an applied game (LAKA) is demanded and whether it is feasible (with respect to acceptability, demand, practicality, implementation, and efficacy) and devised a complementary intervention during an interdisciplinary rehabilitation program (IRP) for patients with complex chronic pain and fatigue complaints.
Methods: A mixed-methods design was used. Quantitative process analyses and assessments of feasibility were carried out with patients of a Dutch rehabilitation center who received access to LAKA without professional support during a 16-week interdisciplinary outpatient program. The quantitative data included records of routinely collected baseline variables (t0), additional surveys to measure technology acceptance before (t1) and after 8 weeks of access to LAKA (t2), and automatic log files of usage behavior (frequency, length, and progress). Subsequently, semistructured interviews were held with purposively selected patients. Interview codes triangulated and illustrated explanations of usage and supplemented quantitative findings on other feasibility domains.
Results: Of the 410 eligible patients who started an IRP during the study period, 116 patients participated in additional data collections (108 with problematic fatigue and 47 with moderate or severe pain). Qualitative data verified that hedonic motivation was the most important factor for behavioral intentions to use LAKA (P<.001). Moreover, quotes illustrated a positive association between usage intentions (t1) and baseline level (t0) coping by active engagement (Spearman ρ=0.25; P=.008) and why patients who often respond by seeking social support were represented in a group of 71 patients who accessed the game (P=.034). The median behavioral intention to use LAKA was moderately positive and declined over time. Twenty patients played the game from start to finish. Behavioral change content was recognized and seen as potentially helpful by interview respondents who exposed themselves to the content of LAKA.
Conclusions: Variation in the demand for applied gaming is generally explained by perceived enjoyment and effort and by individual differences in coping resources. An applied game can be offered as a feasible complementary intervention for more patients with complex chronic pain or fatigue complaints by embedding and delivering in alignment with patient experiences. Feasibility, effectiveness, and cost-effectiveness can be evaluated in a full-scale evaluation. New observations elicit areas of further research on the usage of computer-based interventions.
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http://dx.doi.org/10.2196/games.5088 | DOI Listing |
J Educ Health Promot
July 2025
Department of Medical Imaging Technology, Manipal College of Health Professions Manipal, Manipal Academy of Higher Education, Manipal, Karnataka, India.
Background: Obesity and hypertension are widespread health issues associated with changes in brain structure and cognitive function, especially in individuals who lead sedentary lifestyles. This research examines the connections between obesity, high blood pressure, brain structure, and cognitive abilities in people who lead a sedentary lifestyle.
Materials And Methods: The study involved 90 individuals aged between 18 and 35 years, who were categorized into three groups: control (n = 30), obese (n = 30), and hypertensive (n = 30).
Rehabilitacion (Madr)
September 2025
Department of Physical Education, Malabar College of Advanced Studies, Vengara, Kerala, India.
Research on sports for persons with disabilities (PWDs) has grown significantly in recent years, particularly in parasports, disability sports, and adapted sports. Numerous studies have consistently highlighted the role of sports as a powerful tool for promoting social integration, enhancing psychological well-being, and improving the physical health of PWDs. However, comprehensive reviews on the development and progression of this field remain limited.
View Article and Find Full Text PDFDisabil Rehabil Assist Technol
September 2025
Department of Senior Citizen Services, National Tainan Junior College of Nursing, Tainan, Taiwan.
Purpose: This study explored the experiences of long-term care workers in using assistive technologies in dementia-specific care facilities in Taiwan, with a focus on perceived benefits, challenges encountered, and required support strategies.
Methods: A qualitative research design was employed. Ten female care workers from five dementia-specific long-term care institutions, each with at least 1 year of experience using assistive technologies, participated in semi-structured in-depth interviews.
Front Bioinform
August 2025
Data Science, Vale Institute of Technology, Belém, Pará, Brazil.
Genome assembly remains an unsolved problem, and de novo strategies (i.e., those run without a reference) are relevant but computationally complex tasks in genomics.
View Article and Find Full Text PDFPsychol Sport Exerc
September 2025
College of Applied Human Sciences, West Virginia University, 375 Birch St., Morgantown, WV, 26505, USA.
Current research on psychological flexibility (PF) in sport has largely relied on cross-sectional assessments or limited follow-up, which overlooks the inherently dynamic nature of the competitive athletic season. Furthermore, the relationship between PF and optimal mental states associated with enhanced athletic performance, primarily flow and clutch states, remain relatively unexplored. Therefore, this study aimed to longitudinally assess the six processes of psychological flexibility and flow and clutch states across a competitive season.
View Article and Find Full Text PDF