The Effects of Open-World and Fun, Accessible Games on Perceived Loneliness and Stoicism in Adults: Cross-Sectional Survey Study [0.03%]
开放式游戏和趣味性可访问性游戏对成人孤独感和冷漠感的影响:横断面调查研究
Congcong Hou,Winze Tam,Andini Ayu Rahmadianty et al.
Congcong Hou et al.
Background: Loneliness has been linked to reduced mental and physical health. The "loneliness epidemic" is recognized as a public health crisis. However, questions remain about the potential of video games, which people p...
Association Between Task Difficulty Regulation in Game-Based Digital Therapeutics and Attention-Deficit/Hyperactivity Disorder Symptoms in Children: Secondary Analysis of a Randomized Controlled Trial [0.03%]
基于游戏的数字疗法中任务难度调节与儿童注意缺陷多动障碍症状之间的关联:随机对照试验的二次分析
Jun-Su Kim,Seung-Jae Kim,Gilnam Ryu et al.
Jun-Su Kim et al.
Background: Recent advances in digital therapeutics (DTx) have led to the development of game-based, home-delivered interventions for children with attention-deficit/hyperactivity disorder (ADHD). Prior studies have demon...
Serious Games in Nursing Education: Scoping Review of Applications, Effectiveness, and Future Directions [0.03%]
护理教育中的严肃游戏:应用、有效性及未来方向的综述研究
Fenglin Shao,Zhihao Han,Qin Su et al.
Fenglin Shao et al.
Background: Serious games (SGs) have emerged as a promising tool in nursing education, providing interactive learning environments for clinical simulation, skill development, and feedback. These games enhance knowledge, c...
Multimodal Psychophysiological Assessment of Craving in Patients With Alcohol Dependence During Virtual Reality Cue Exposure: Exploratory Single-Arm Clinical Study [0.03%]
酒精依赖患者使用虚拟现实线索暴露进行多模态心理生理评估以评估渴望的探索性单组临床研究
Alva Lütt,Nadja Ruckser,Alessandro Turno et al.
Alva Lütt et al.
Background: Craving is a diagnostic criterion and predictor of relapse in patients with alcohol dependence (AD) and is induced in cue exposure therapy (CET) to prepare patients for real-life risk situations. The benefits ...
The Impact of Gamified Teaching on Undergraduate Nursing Students' Disaster Nursing Competence, Self-Efficacy, and Self-Directed Learning Ability: Quasi-Experimental Study [0.03%]
游戏化教学对护理专业本科生灾害护理能力、自我效能和自主学习能力影响的准实验研究
Shiyi Bai,HuiJuan Zeng,Qianmei Zhong et al.
Shiyi Bai et al.
Background: Gamified teaching is considered an effective strategy for enhancing learning motivation. However, there is insufficient research on systematically designing theory-based gamified approaches for disaster nursin...
Serious Game Aimed at Assessing Executive Planning Skills in Children With Autism: Cross-Sectional Design and Formative Evaluation of ShopAutiPlan [0.03%]
针对自闭症儿童评估执行规划能力的 serious game(ShopAutiPlan):横断面设计和形成性评价
Athmar N M Shamhan,Mohamad Hassan Fadi Hijab,Marwa Qaraqe et al.
Athmar N M Shamhan et al.
Background: Planning deficits are a common and functionally significant executive function difficulty in children with autism, affecting everyday activities such as organizing tasks, prioritizing goals, and monitoring pro...
Nintendo Switch-Based Exergaming for Subthreshold Depression: Mixed Methods Randomized Controlled Trial [0.03%]
基于 Nintendo Switch 的体感游戏对轻度抑郁障碍的疗效研究:混合方法随机对照试验
Kexin Huang,Lei Song,Ariadna Albajara Sáenz et al.
Kexin Huang et al.
Background: Subthreshold depression (StD) increases the risk of progression to major depressive disorder. Although exercise can reduce depressive symptoms, adherence remains challenging. Exergames on platforms such as Nin...
Gamified Assessment of Cognitive Impulsivity in Eating Disorders and Mental Ill-Health: Mixed Methods Study Incorporating Lived Experience Co-Design and Evaluation [0.03%]
基于生活经验的联合设计与评估:饮食障碍和精神不健康认知冲动的游戏化评估混合方法研究
Emily Colton,Courtney McLean,Alexandra Anderson et al.
Emily Colton et al.
Background: Cognitive impulsivity is a multifaceted construct associated with symptom severity, functional impairment, and poor quality of life in eating disorders (EDs) and mental ill-health. However, objective assessmen...
Cognitive Load Across Interaction Formats in Digital Attention Assessment for Children: Within-Subject Neuroimaging and Behavioral Comparison Study [0.03%]
针对儿童数字化注意力评估的不同交互格式的认知负荷:队内神经影像学和行为比较研究
Harim Jeong,Yong Jeon Cheong,Jihyeong Ro et al.
Harim Jeong et al.
Background: Digital health technologies increasingly use tablet-based cognitive assessments for children, yet interaction design choices can substantially influence cognitive load and measurement validity. Although cognit...
Using Eye Tracking to Measure Video Game-Assisted Therapy for Improved Visual Outcomes in Pediatric Strabismus: Randomized Control Trial [0.03%]
基于眼动追踪的视频游戏辅助斜视治疗改善儿童视觉预后的随机对照试验
Ahmad F Klaib
Ahmad F Klaib
Background: Strabismus, commonly known as crossed eyes, is a condition characterized by the misalignment of the eyes, leading to impaired binocular vision and depth perception. Traditional management often involves occlus...