Mental Health Professionals' Views on Gaming to Inform Game-Based Interventions: Qualitative Cross-Sectional Study [0.03%]
Lauri Lukka,Veli-Matti Karhulahti,J Matias Palva
Lauri Lukka
Background: Few game-based digital mental health interventions have been adopted in clinical practice, where mental health professionals (MHPs) play a critical role in the uptake of new technologies. Existing evidence sug...
Socially Prescribed Perfectionism, Resilience, and Internet Gaming Disorder in Adolescents: 3-Wave Longitudinal Study [0.03%]
Peng Zheng,Zi Tao,Tao Yao et al.
Peng Zheng et al.
Background: Internet gaming disorder (IGD) is increasingly prevalent among adolescents. Although socially prescribed perfectionism (SPP) and resilience are both related to IGD, longitudinal evidence on their temporal rela...
Associations Between Parental Gaming Behaviors and Conversion From Internet Gaming Disorder Noncases to Cases Among Adolescents: Prospective Longitudinal Cohort Study [0.03%]
Joseph Tf Lau,Yanqiu Yu
Joseph Tf Lau
Background: Parental factors are known determinants of internet gaming disorder (IGD) among adolescents. However, the associations between gaming-specific parental factors (eg, parental gaming frequency and parental invit...
User Experience of a Virtual Reality-Based Treadmill for Children With a Chronic Disease Affecting Physical Health: Cross-Sectional Feasibility Study [0.03%]
Capucine Hennequin,Lena Carcreff,Adélie Christiaens et al.
Capucine Hennequin et al.
Background: For children with chronic conditions affecting physical health and who require long-term care, the use of a connected treadmill for gait training as part of a home program can be a way to promote motivation in...
Reciprocal Within-Person Dynamics Between Internet Gaming Disorder Symptoms, Physical Activity, and Loneliness Among Chinese Adolescent Gamers: Three-Wave Prospective Cohort Study [0.03%]
Chang Hu,Xuan Meng,Xi Wang et al.
Chang Hu et al.
Background: Problematic gaming and internet gaming disorder (IGD) symptoms are prevalent in adolescence, yet the longitudinal interplay between physical activity (PA), loneliness, and IGD symptoms, as well as potential se...
Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry [0.03%]
游戏化是促进健康行为改变的新万能药吗?对健康和人寿保险行业的影响
Abbas Salami,Tasos Papastylianou,Marvellous Adeoye et al.
Abbas Salami et al.
Chronic health conditions impose substantial financial and operational burdens on the public health sector and insurance providers in the United Kingdom. While gamification demonstrates the potential for enhancing health behavior, a structu...
Analysis of Machine Learning-Based Investigation Into Multivariate Factors of Team Performance in Serious Games: Cross-Sectional Retrospective Study [0.03%]
基于机器学习的调查严肃游戏团队表现多变量因素的分析:横断面回顾研究
Gruyff Germain Abdul-Rahman,Freark de Lange,Andrej Zwitter et al.
Gruyff Germain Abdul-Rahman et al.
Background: Serious games (SGs) are increasingly used to study and enhance team performance in organizational and educational settings. While prior research has explored leadership and communication as isolated factors, t...
Research Design Processes in Serious Games for Adolescent Mental Health: Systematic Review [0.03%]
针对青少年心理健康 serious games 的研究设计过程:系统评价
S T Rooij de,D A Kuipers,J T Prins et al.
S T Rooij de et al.
Background: Serious games are increasingly recognized as effective tools in adolescent mental health interventions, providing engaging platforms for emotional regulation, skill development, and behavioral change. However,...
Navigating Virtual Reality in Stroke Rehabilitation: Scoping Review of Diverse Intervention Effects [0.03%]
卒中康复中虚拟现实的多样化干预效果:系统综述
Ruixue Liu,Beibei Lin,Yanhuan Zhai et al.
Ruixue Liu et al.
Background: Virtual reality (VR) technology has been increasingly explored in stroke rehabilitation due to its immersive and interactive features. However, considerable heterogeneity exists in intervention designs, study ...
Analysis of Spatiotemporal Features in a Virtual Navigation Game Across Different Age Groups: Quantitative Research [0.03%]
跨年龄段的虚拟导航游戏时空特征分析定量研究
Xiaofeng Qiao,Shan Tian,Min Tang et al.
Xiaofeng Qiao et al.
Background: With rapid urbanization, the proliferation of densely arranged buildings and increasingly homogeneous architectural designs has made disorientation and navigation difficulties more common, especially for older...