Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: A MaxDiff Segmentation Approach [0.03%]
Jie Yao,Di Song,Tao Xiao et al.
Jie Yao et al.
Background: Smartwatch-based gamification holds great promise for empowering fitness applications and promoting physical exercise, yet existing empirical evidence on its effectiveness remains inconclusive, partly due to "...
Comparative Efficacy of Video Games Versus Midazolam in Reducing Perioperative Anxiety in Pediatric Patients: Systematic Review and Meta-Analysis [0.03%]
Ziyue Luo,Sisi Deng,Ruihao Zhou et al.
Ziyue Luo et al.
Background: Pediatric patients undergoing surgery frequently experience significant anxiety, which can result in adverse effects such as prolonged sedation and behavioral changes associated with pharmacological interventi...
Gamified Adaptive Approach Bias Modification in Individuals With Methamphetamine Use History From Communities in Sichuan: Pilot Randomized Controlled Trial [0.03%]
Danlin Shen,Jianping Jiao,Liqun Zhang et al.
Danlin Shen et al.
Background: Cognitive bias modification (CBM) programs have shown promise in treating psychiatric conditions, but they can be perceived as boring and repetitive. Incorporating gamified designs and adaptive algorithms in C...
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial [0.03%]
Federica Pallavicini,Eleonora Orena,Lisa Arnoldi et al.
Federica Pallavicini et al.
Background: Virtual reality (VR) is helpful for the management of stress and anxiety. However, current interventions have limitations related to location (ie, therapist's office or hospitals) and content (ie, virtual expe...
Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review [0.03%]
Raluca Ionela Maxim,Joan Arnedo-Moreno
Raluca Ionela Maxim
Background: Digital serious games (DSGs), designed for purposes beyond entertainment and consumed via electronic devices, have garnered attention for their potential to enhance learning and promote behavior change. Their ...
Gamified mHealth System for Evaluating Upper Limb Motor Performance in Children: Cross-Sectional Feasibility Study [0.03%]
Md Raihan Mia,Sheikh Iqbal Ahamed,Samuel Nemanich
Md Raihan Mia
Background: Approximately 17% of children in the United States have been diagnosed with a developmental or neurological disorder that affects upper limb (UL) movements needed for completing activities of daily living. Gol...
Diaphragmatic Breathing Interfaces to Promote Relaxation for Mitigating Insomnia: Pilot Study [0.03%]
Yi-Jen Lai,Hsiao-Yean Chiu,Ko-Chiu Wu et al.
Yi-Jen Lai et al.
Background: Brief behavioral treatment for insomnia is an effective short-term therapy focusing on stimulus control and sleep restriction to enhance sleep quality. As a crucial part of this therapy, diaphragmatic breathin...
Effects of a Session of Exergames and Traditional Games on Inhibitory Control in Children With Autism Spectrum Disorder: Randomized Controlled Crossover Trial [0.03%]
Juliana Macedo Miranda,Rodrigo Alberto Vieira Browne,Weslley Quirino Alves da Silva et al.
Juliana Macedo Miranda et al.
Background: Autism spectrum disorder (ASD) is characterized by deficits in executive functions, such as inhibitory control, which affect behavior and social adaptation. Although physical activity-based interventions, such...
Kangaroo Stimulation Game in Tracheostomized Intensive Care-Related Dysphagia: Interventional Feasibility Study [0.03%]
Marjolein Jansen,Ingrid D van Iperen,Anke Kroner et al.
Marjolein Jansen et al.
Background: Dysphagia is common in intensive care unit (ICU) patients. Using surface electromyography (sEMG) signals as biofeedback training exercises might offer a promising path to improving swallowing function. The Rep...
Effect of a Gamified Family-Based Exercise Intervention on Adherence to 24-Hour Movement Behavior Recommendations in Preschool Children: Single-Center Pragmatic Trial [0.03%]
Gaizka Legarra-Gorgoñon,Yesenia García-Alonso,Robinson Ramírez-Vélez et al.
Gaizka Legarra-Gorgoñon et al.
Background: Adherence to 24-hour movement behavior recommendations, including physical activity (PA), sedentary time, and sleep, is essential for the healthy development of preschool children. Gamified family-based interv...