Current Issue : January-March Volume : 2026 Issue Number : 1 Articles : 5 Articles
Background: The increasing use of virtual reality (VR) has extended into medical applications, including pain management through immersive mechanisms. This study aimed to evaluate the effectiveness of the Clone Hero for reducing pain intensity, threshold and tolerance. Methods: A randomized crossover trial compared three conditions during a cold pressor test in 25 healthy volunteers over 35 years: playing Clone Hero (interactive), watching Clone Hero (control), or no intervention (placebo). Outcome measures included usability and acceptability (qualitative questionnaire), pain intensity (VAS), pain threshold, pain tolerance, physical activity (IPAQ), and adverse effects. Results: Twenty-five participants completed the study. Overall satisfaction was high, with 92% reporting a positive experience. The Clone Hero group showed significantly lower pain intensity scores (4.9 ± 0.49) than the placebo (5.6 ± 0.48; p = 0.037) and control groups (6.1 ± 0.42; p = 0.004). Pain threshold was higher in the Clone Hero group (74.45 ± 20.7 s) compared to the placebo (62.91 ± 18.58; p < 0.001) and control (43 ± 14.77; p = 0.001). Pain tolerance was also greater (127.6 ± 9.46 s) versus the placebo (p = 0.021) and control (p = 0.001). No serious adverse effects were reported. Conclusions: Interactive pain management interventions demonstrated high levels of acceptability and user satisfaction, and may enhance pain modulation more effectively than passive or control....
An approximate optimal control issue for modular unmanned systems (MUSs) is presented via a cooperative differential game for solving the trajectory tracking problem. Initially, the modular unmanned system’s dynamic model is built with the joint torque feedback technique. The moment of inertia of the motor rotor has positive symmetry. Each MUS module is deemed as a participant in the cooperative differential game. Then, the MUS trajectory tracking problem is transformed into an approximate optimal control problem by means of adaptive critic design (ACD). The approximate optimal control is obtained by the critic network, approaching the joint performance index function of the system. The stability of the closed-loop system is proved through Lyapunov theory. The feasibility of the proposed control algorithm is verified by an experimental platform....
Football-themed eSports, combining entertainment and learning elements, are booming, offering benefits in terms of cognitive and motor skill development. Despite this, with the increasing use of eSports and their impact on cognitive and motor skills, there is still a paucity of empirical studies that systematically explore how cognitive stimulation from eSports can translate into psychomotor performance on the field, particularly with regard to linear speed. The aim of this study was to investigate the effects of an ecological– dynamic training protocol, integrated with football eSports, on the development of linear sprint speed in young soccer players. Thirty-two male youth football players (age range: 12–16 years) participated in the study. Participants were divided into an experimental group, which followed a combined ecological–dynamic training protocol including football eSports, and a control group, which performed standard training sessions. Pre- and postintervention assessments of 30 m sprint performance were conducted using electronic timing gates. Statistical analysis using repeated-measures ANOVA indicated a marked improvement in 30 m sprint performance within the experimental group, decreasing from 4.908 s to 4.651 s. A significant time × group interaction was observed (F = 74.076, p < 0.001). Moreover, a robust main effect of time emerged (F = 141.12, p < 0.001), confirming consistent gains in linear sprint speed. Post hoc comparisons revealed significant differences across all assessment points (p < 0.001). The findings suggest that embedding football eSports into an ecologically grounded training framework may enhance the development of linear speed in young soccer players. This integrated approach shows potential as an innovative tool for performance enhancement, although further investigations are needed to confirm long-term efficacy and generalizability to other sporting populations....
Technology-enhanced learning environments are increasingly designed to promote not only knowledge acquisition but also affective and behavioral changes. This study explored how digital game-based learning (DGBL), combined with the Stage Model of Self-Regulated Behavioral Change (SSBC), can support such transformation. Focusing on environmental literacy as a target domain, fifty sixth-grade students were assigned to either a DGBL group or a web-based learning group in a quasi-experimental design. Quantitative data were collected using literacy scales measuring knowledge, sensitivity, and attitude, while qualitative insights were gathered via interviews. Our results showed that while both groups improved in terms of environmental knowledge, the DGBL group demonstrated significantly greater gains in attitudes. The interview findings revealed that the interactive storytelling and role-playing in the game promoted emotional engagement and self-reflection, aligning with the SSBC’s predecision stage. These results highlight the potential of theory-driven digital games to foster deeper cognitive–affective learning and pro-environmental behaviors among young learners....
Introduction Video games have been linked to a range of positive and negative effects on the mental health of adolescents and young adults. However, to better understand how games affect the mental health of young people, their use and experiences must be situated in the sociocultural and personal life contexts of individuals. Drawing from a cultural- ecosocial approach, this study combines cross- sectional and digital phenotyping measures to examine the effects of video games on the mental health of youth. Methods and analysis Participants will be young people aged 16–25 years from the community and living in the province of Quebec, Canada. An initial sample of 1000 youth will complete a cross- sectional survey online, including measures of socio- demographic context, gaming practices and experiences, streaming practices and experiences, as well as personality and well- being. Qualitative questions will explore personal views on games and mental health. A subsample of 100 participants will be selected for digital phenotyping, including daily surveys of well- being, gaming, streaming and social experiences, combined with passive mobile sensing (eg, geolocation). Analyses will include regression and mixed models for quantitative data, reflexive thematic analysis for qualitative data, and an integration of quantitative and qualitative results using participatory methods. Ethics and dissemination The study received ethical approval from the Institutional Review Board of McGill University (24- 02- 015). The dissemination of results will be conducted in partnership with a multi- stakeholder advisory committee, including youth who play video games, and will involve peer- reviewed publications, presentations to policymakers in Quebec, and workshops for clinicians and researchers....
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