A Novel Eye Tracking-Based Gamified Assessment of Contrast Sensitivity Function in Children: Prospective Development and Reliability Study [0.03%]
基于眼动追踪的儿童对比敏感度功能游戏化评估方法的研发及可靠性研究
Yunsi He,Yijing Zhuang,Lei Feng et al.
Yunsi He et al.
Background: Reliable assessment of visual function in young children remains a challenge. Contrast sensitivity function (CSF) is a sensitive and fundamental index of visual performance, yet existing pediatric CSF assessme...
Performance and Perceptions of Health Care Professionals Using an Immersive Virtual Reality Tool for Home Care Training: Observational Feasibility and Acceptability Study [0.03%]
关于使用沉浸式虚拟现实工具进行家庭护理培训的卫生专业人员的表现和感知的可行性及可接受性观察研究
José Mira,Javier Rios,Eva Gil-Hernández et al.
José Mira et al.
Background: Informal caregivers play a crucial role in home care and many lack formal training, potentially compromising patient safety. Immersive virtual reality (VR) offers an innovative approach to training by simulati...
Effects of Balance-Based Exergame Training With Variable Difficulty on Balance and Spatiotemporal Gait Outcomes in Adults With Mild Cognitive Impairment: Randomized Controlled Trial [0.03%]
基于平衡的可变难度锻炼游戏训练对轻度认知障碍成年人平衡和步态时空参数的影响:随机对照试验
Aruba Saeed,Imran Amjad,Imran Khan Niazi et al.
Aruba Saeed et al.
Background: Exergame balance training integrates cognitive and motor challenges, potentially enhancing neuroplasticity, postural control, and gait stability in mild cognitive impairment (MCI). However, whether modulating ...
Prevalence, Sex Differences, and Predictors of Internet Gaming Disorder Among Impoverished Rural Adolescents: Cross-Sectional and Prospective Cohort Study [0.03%]
贫困地区青少年网络成瘾的患病率、性别差异及预测因素:横断面及前瞻性队列研究
Chenhan Wang,Yifan Li,Shuhong Lin et al.
Chenhan Wang et al.
Background: Internet gaming disorder (IGD) is prevalent globally and linked to significant negative outcomes. Impoverished rural adolescents face unique risks due to limited supervision and unequal digital resources, with...
Achieving Gameplay Independence in Virtual Reality Exergames for Individuals With Mild Intellectual Disabilities: Pilot Study [0.03%]
面向轻度智力障碍患者的虚拟现实运动游戏玩耍独立性的实现研究:试点研究
Julia Ciążyńska,Janusz Maciaszek
Julia Ciążyńska
Background: Individuals with mild intellectual disabilities (ID) often face cognitive and functional challenges, which can lead to low physical activity (PA) and a higher risk of obesity. While virtual reality (VR) exerga...
In-Game Need Satisfaction, Frustration, and Gaming Addiction Patterns Across Subgroups of Adolescents Through Structural Equation Modeling: Cross-Sectional and Instrument Validation Study of the Youth Gaming Experience Scales [0.03%]
基于结构方程模型的青少年游戏体验量表跨亚群体验证及横断面研究:游戏中需求满足、受挫感与游戏成瘾模式之间的关系
Amparo Luján-Barrera,Lydia Cervera-Ortiz,Mariano Chóliz
Amparo Luján-Barrera
Background: Gaming is a prevalent activity during adolescence, a developmental stage characterized by vulnerability to gaming disorder (GD). According to the self-determination theory, gaming environments can satisfy and ...
Enhancing Equity in Schoolchildren's Basic Life Support Education in Brazil Through Serious Games: Cohort Study [0.03%]
通过严肃游戏在巴西增强学龄儿童基础生命支持教育的公平性:队列研究
Uri Adrian Prync Flato,Adriana Flato,Isabella Bispo Diaz T Martins et al.
Uri Adrian Prync Flato et al.
Background: Out-of-hospital cardiac arrests (OHCAs) predominantly occur in residential settings, often witnessed by children who could act as first responders. The World Health Organization (WHO) supports the Kids Save Li...
Correction: 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%]
纠正:家庭基于虚拟现实训练对压力和焦虑管理支持的影响和可接受性随机试点试验的影响和可接受性随机试点试验
Federica Pallavicini,Eleonora Orena,Lisa Arnoldi et al.
Federica Pallavicini et al.
[This corrects the article DOI: 10.2196/50326.]. ©Federica Pallavicini, Eleonora Orena, Lisa Arnoldi, Federica Achille, Stefano Stefanini, Maddalena Cas...
Published Erratum
JMIR serious games. 2025 Nov 10:13:e77791. DOI:10.2196/77791 2025
A Serious Game (Health Unit in Focus) for Enhancing Undergraduate Education on Older Adults' Health: Design and Validation Study [0.03%]
针对老年人健康问题的本科教育严肃游戏(健康单元)的设计与验证研究
Yuri Gustavo de Sousa Barbalho,Calliandra Maria de Souza Silva,Carla Sílvia Neves da Nora Fernandes et al.
Yuri Gustavo de Sousa Barbalho et al.
Background: Population aging underlines the critical need to improve health professional training to adequately care for adults aged >60 years. Developing educational resources to support academics and professionals prese...
A Novel Gamified Exercise Program Incorporating Stampede Training for Enhancing Functional Fitness, Physical Activity Levels, and Quality of Life in Community-Dwelling Older Adults: Randomized Parallel Exploratory Trial [0.03%]
一种新型游戏化锻炼程序的实践:将践踏训练运用于提升社区内老年人功能性健身、身体活动水平和生活质量:随机平行探索性试验
Siao-Fen Huang,Ching-Wen Fan,Diana Khasna Nisrina et al.
Siao-Fen Huang et al.
Background: With the growing prevalence of aging populations, improving the health and quality of life of older adults has become a critical concern globally. In this context, sports technology presents promising applicat...