Cognitive Function Assessment Using a Virtual Reality Serious Game System in Patients With Stable Schizophrenia: Prospective Cohort Study [0.03%]
Xingxing Li,Yu Zhuo,Xiandong Meng et al.
Xingxing Li et al.
Background: Cognitive impairment is a core and enduring deficit in schizophrenia, severely affecting social functioning and quality of life. Traditional assessments such as the MATRICS Consensus Cognitive Battery face lim...
Brain Structural Covariance Networks in Long-Term First-Person Shooter and Multiplayer Online Battle Arena Players: Cross-Sectional Study [0.03%]
Zhenggen Lin,Fujia Jiao,Yuanbo Ma et al.
Zhenggen Lin et al.
Background: The relationship between video game experience and cognitive plasticity remains a central focus of research, particularly given its potential applications in clinical rehabilitation. Although both first-person...
Gamified Feedback-Based Training System for Pediatric Asthma Inhaler Use: Mixed Methods Randomized Crossover Study [0.03%]
Haoyu Zhang,Xiaoying Li
Haoyu Zhang
Background: Asthma is a prevalent chronic respiratory condition among children worldwide. Inhalation therapy is the primary treatment method, but children often make errors in its use and exhibit poor adherence, which imp...
Mental Health Professionals' Views on Gaming to Inform Game-Based Interventions: Qualitative Cross-Sectional Study [0.03%]
关于游戏以期制定基于游戏的干预措施:质性横断面研究
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%]
青少年社交强迫完美主义、韧性与网络游戏障碍的三阶段纵向研究
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%]
父母游戏行为与青少年网络成瘾的纵向关系研究
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%]
面向患有影响身体健康的慢性病的儿童的虚拟现实跑台系统用户研究:横断面实用性研究
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%]
中国青少年玩家网络游戏成瘾症状、身体活动和孤独感的互惠变化:三阶段前瞻队列研究
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...