Gamified Versus Nongamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial [0.03%]
面向女性的乳腺健康知识元宇宙学习游戏化与非游戏化对比研究:随机对照试验
Rui Li,Sabzali Musa Kahn,Bingyu Duan et al.
Rui Li et al.
Background: The metaverse provides an immersive, interactive medium for health education, but most studies evaluate immersion and gamification together. Randomized evidence disentangling their separate effects on immediat...
Gamified Physical Education and Cognitive Performance Among Chinese Secondary School Students: Cross-Sectional Moderation Mediation Study [0.03%]
基于游戏的体育教育对华人中学生认知表现的影响研究:横断式中介调节研究
Jingtong Zhang,Sae-Sook Oh,Yaru Xu
Jingtong Zhang
Background: Educators are exploring new methods to educate beyond the classroom as global concerns about students' cognitive, emotional, and social well-being grow. Physical education (PE) has been demonstrated to boost c...
Effects of Exergaming Tennis on Players' Tennis Skills and Mental State Compared to Regular Tennis in Adult Players: Quasi-Experimental Study [0.03%]
与传统网球相比,针对成人玩家的虚拟网球锻炼游戏对玩家网球技能和精神状态影响的准实验研究
Jia Sheng Ngo,See Ziau Hoe,Maziah Mat Rosly
Jia Sheng Ngo
Background: Exergaming, which combines physical activity with interactive gaming, has been shown to improve motor skills and fitness. However, exergaming's potential in complex, open-skill sports such as tennis, which req...
A Haptic-Driven Serious Game for Cognitive Stimulation and Visual Impairment Mitigation in Older Adults Based on the Design-Play-Experience Framework: Cross-Sectional Mixed Methods Pilot Study [0.03%]
基于设计-游戏-体验框架的用于认知刺激和视觉障碍缓解的老年人大触觉驱动严肃游戏:横断面混合方法试点研究
Xin Huang,Nazlena Mohamad Ali,Shafrida Sahrani et al.
Xin Huang et al.
Background: In the context of global aging, cognitive decline among older adults has become a prevalent issue, significantly impacting their daily lives. Serious games have demonstrated potential in enhancing cognitive ab...
Co-Designing Mobile Serious Games to Support Patients With Psoriatic Arthritis and Chronic Pain: Mixed Methods Study [0.03%]
用于支持银屑病关节炎和慢性疼痛患者的移动式严肃游戏的联合设计:混合方法研究
Bárbara Ramalho,Samuel Gomes,Marta Silva Vicente et al.
Bárbara Ramalho et al.
Background: Serious games offer promising avenues for clinical care by enhancing patient engagement and delivering therapeutic benefits. In psoriatic arthritis (PsA), chronic pain contributes to emotional distress, functi...
Immersive Tai Chi for Home-Based Exercise in Older Adults: Usability and Feasibility Study [0.03%]
基于家庭的沉浸式太极拳锻炼在老年人中的可行性和人机交互研究
XiaCheng Song,Nazlena Mohamad Ali,Mohamad Hidir Mhd Salim et al.
XiaCheng Song et al.
Background: Longer life expectancy makes physical exercise crucial for active aging. However, adherence to traditional exercise among community-dwelling older adults is generally low. Virtual reality (VR) and mixed realit...
Effects of Game-Based Learning on Piano Music Knowledge Among Elementary School Pupils: Pretest-Posttest Quasi-Experimental Study [0.03%]
基于游戏的学习对小学生钢琴音乐知识的影响:预测试准实验研究
Yun Wang,Wee Hoe Tan,Qiaoling Ye et al.
Yun Wang et al.
Background: Music education is central to holistic child development; yet, traditional piano instruction in China often emphasizes rote memorization at the expense of meaningful understanding. Elementary school pupils, pa...
Correction: Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study [0.03%]
纠正:结合流畅性游戏玩法的舌肌训练应用程序的设计和可行性试点研究-middle-aged and older adults参与
Kuan-Chu Su,Ko-Chiu Wu,Kuei-Ru Chou et al.
Kuan-Chu Su et al.
RedMan-GreenMan: Co-Designed Pedestrian Safety Game Prototype for Children With Autism [0.03%]
红人绿人:自闭症儿童交通安全同设计游戏原型研究
Jason Carter Stanton,Nicole L Peel,Caroline J Mills et al.
Jason Carter Stanton et al.
This letter presents the conceptualization, design, and technical evaluation of the RedMan-GreenMan game co-designed with carers, aimed to help children with autism spectrum disorder (hereafter autism) acquire pedestrian safety skills. Whil...
Usability Study of Augmented Reality Visualization Modalities on Localization Accuracy in the Head and Neck: Randomized Crossover Trial [0.03%]
头颈定位准确性的增强现实可视化模式的可用性研究:随机交叉试验
Yao Li,Gijs Luijten,Christina Gsaxner et al.
Yao Li et al.
Background: Augmented reality head-mounted displays could overcome the spatial dissociation between medical imaging and the surgical field, which may be particularly important in anatomically dense regions, such as the he...