A Serious Game to Raise Awareness Among Future Patients About Day-of-Surgery Cancellations [0.03%]
一款针对未来患者关于手术当天取消事件的意识提升类严肃游戏
Anne M Schouten,Éva Kalmár,John J van den Dobbelsteen et al.
Anne M Schouten et al.
Background:Same-day surgery cancellations are a persistent and societally relevant challenge, affecting operating room efficiency, patient trust, and health care professionals' workload. In the Netherlands, many cancellations result from no...
Effects of Exergame Balance Training with Variable Cognitive Motor Challenges on Serum BDNF, p-tau181, and Cognitive Functions in Adults with Mild Cognitive Impairment: A Randomized Trial [0.03%]
具有可变认知运动挑战的益智运动平衡训练对轻度认知障碍成年人血清BDNF、p-tau181和认知功能的影响:一项随机试验
Aruba Saeed,Imran Amjad,Abdullah Alzahrani et al.
Aruba Saeed et al.
Introduction: Cognitive-motor exergame balance training may increase attentional demands and neuronal processing, potentially affecting serum levels of brain-derived neurotrophic factor (BDNF), Aβ1-42, and p-tau181, as w...
The Effect of Game-Based Virtual Reality Rehabilitation and Its Impact on Upper Extremity Function After Arthroscopic Rotator Cuff Repair: A Randomized Controlled Trial [0.03%]
基于游戏的虚拟现实康复及其对肩关节镜下肩袖修补术后上肢功能影响的随机对照试验
Ahmed M El Melhat,Hatem Lazem,Khaled A Shalash et al.
Ahmed M El Melhat et al.
Background: Arthroscopic rotator cuff repair (ARCR) often results in prolonged recovery and limited shoulder function. Conventional physical therapy rehabilitation programs require sustained patient engagement; however, a...
Assessment of Topographical Orientation Cognitive Functions Using a Virtual Reality Game [0.03%]
基于虚拟现实游戏的方位认知功能评估
Pablo Rodriguez-Prieto,Joaquín A Ibañez-Alfonso
Pablo Rodriguez-Prieto
Objective: Topographical disorientation refers to the partial or complete loss of the ability to navigate environments. Traditionally, it has been assessed with "paper and pencil" tests, but recent technological advances have introduced mor...
Player Types and Gamification in Adolescent Tobacco Prevention: Insights from Game-Based Interventions [0.03%]
玩家类型和青少年烟草预防中的游戏化:基于游戏的干预措施的启示
Bairu Zhao,Georges E Khalil
Bairu Zhao
Background: Game-based tobacco prevention programs have demonstrated the potential to reduce adolescents' intention to vape. This study investigated the influence of gamification player types on the effectiveness of two p...
Evaluating the Efficacy of Virtual Reality Exergaming in Frozen Shoulder Rehabilitation: A Randomized Clinical Trial [0.03%]
冻结肩康复中虚拟现实运动游戏疗效的评价:随机临床试验
Amir Bisadi,Mohammad H Mahrooz,Mehdi Heidari et al.
Amir Bisadi et al.
Objective: Frozen shoulder is a common condition causing shoulder pain and stiffness, with conventional therapies often hindered by low adherence due to their repetitive and painful nature. This randomized clinical trial aimed to evaluate t...
The Serious Game NutriGame-Your Food Guide Promotes Communication of the NOVA Food Classification and Healthy Eating Habits Among Adolescents [0.03%]
Nutrigame-你的食物指南:一种促进青少年NOVA食品分类和健康饮食习惯的传播类严肃游戏
Bruna Caroline Chaves Garcia,Carina Sousa Santos,Marina Luiza Baêta Costa et al.
Bruna Caroline Chaves Garcia et al.
This study evaluated the effectiveness of a serious game, NutriGame-Your Food Guide, in communicating the NOVA food classification and healthy eating habits to adolescents. The study involved 65 adolescents of both sexes aged between 10 and...
Effectiveness of Virtual Reality-Based Simulation Using the Nintendo Wii Balance Board for Assessing the Risk of Falls in Young and Older Adults [0.03%]
使用任天堂Wii平衡板基于虚拟现实的模拟在年轻人和老年人中评估跌倒风险的有效性研究
Muhammad Asif Ahmad,Élvio Rúbio Gouveia,Sergi Bermúdez I Badia
Muhammad Asif Ahmad
Introduction: Falls severely affect older adults and are emerging as a global health and financial burden for public health care systems. Multiple studies have validated the use of virtual reality (VR) to prevent falls an...
Joana Bernardo,Elaine Santana,Sílvia Silva et al.
Joana Bernardo et al.
The increasing aging population is driving the development of digital solutions to promote active and healthy aging. However, the adoption of these technologies depends on their alignment with users' needs and expectations. One way to enhan...
Exploring Patient Perspectives on an Immersive Virtual Reality Experience for Neuromuscular Diseases [0.03%]
探究神经肌肉疾病患者对沉浸式虚拟现实体验的看法
Marta Mondellini,Lucia Greco,Silvia Bolognini et al.
Marta Mondellini et al.
Immersive virtual reality (VR) has emerged as a promising application for neurological conditions in hospital care. This study explores the experiences of patients with neuromuscular diseases using a virtual supermarket to entertain patient...