Balance Assessment Using Gamified Digital Technology in Community-Dwelling Older Adults: Mixed Methods Validation Study and Randomized Controlled Trial [0.03%]
基于游戏的数字技术在社区老年人平衡评估中的混合研究法验证及随机对照试验
Jianan Zhao,Yaqin Xia,Yahui Zhang et al.
Jianan Zhao et al.
Background: Falls cause injury and mortality among older adults, necessitating reliable, scalable, engaging balance assessment tools to use in community settings. Traditional clinician-administered assessments like the Br...
Serious Game-Assisted Teaching for Junior Operating Room Nurses in Unicompartmental Knee Arthroplasty: Quasi-Historical Controlled Trial [0.03%]
用于初级手术室护士的教学的 serious game 在单间膝关节置换术中的应用:准历史对照试验
Feng Zhang,Xiao Yan Wang,Li Li Wang et al.
Feng Zhang et al.
Background: Unicompartmental knee arthroplasty (UKA) requires precise intraoperative coordination from operating room nurses. Conventional teaching may be insufficient for junior nurses learning complex UKA surgical coope...
Home-Based Multimodal Exergame Prototype for Patients With Chronic Stroke: Cross-Sectional Content Validation and Prospective Single-Arm Feasibility Study [0.03%]
基于家庭的多模态体感游戏原型在慢性卒中患者中的内容验证及单组可行性研究:横断面及前瞻性研究
Puntarik Keawtep,Cattaleeya Sittichoke,Phattharakon Nitsaphawanit et al.
Puntarik Keawtep et al.
Background: Patients with chronic stroke commonly experience motor and cognitive impairments, with diminished quality of life. Their participation in rehabilitation is often limited by long travel distances and low motiva...
Game Customization and Pace Effects on Movement Performance and the User Experience During Serious Games for Balance Among People After a Stroke: Cross-Sectional Repeated Measures Study [0.03%]
基于游戏个性化和节奏的中风后人群平衡类严肃游戏中的运动表现及用户体验:交叉-sectional-重复测量研究
Urška Puh,Nina Čelofiga,Judith E Deutsch
Urška Puh
Background: Serious games can be custom or noncustom, each offering advantages for rehabilitation. Custom serious games developed specifically for rehabilitation allow control over feedback and adjustment of game speed an...
Impact of Virtual Reality-Based Therapies on Cognition and Depression in Patients With Parkinson Disease: Systematic Review and Meta-Analysis of Randomized Controlled Trials [0.03%]
基于虚拟现实的疗法对帕金森病患者认知和抑郁的影响:随机对照试验的系统评价和meta分析
Yun Zhang,XueLei Li,GuoLi Zhang et al.
Yun Zhang et al.
Background: As a neurodegenerative disorder, Parkinson disease (PD) demonstrates significant prevalence worldwide. As the population ages, the number of patients with PD increases. Individuals with PD are susceptible to v...
Virtual Reality-Delivered Exposure for Contamination Concerns in Adults With Obsessive-Compulsive Symptoms: Single-Arm Pilot Study [0.03%]
针对强迫症成人患者对污染困扰的虚拟现实递送暴露疗法:单组试验研究
Anna Caltabiano,Aniruddha Voruganti,Jacqueline Nesi et al.
Anna Caltabiano et al.
Background: Exposure and response prevention is a first-line intervention for obsessive-compulsive disorder (OCD), yet many individuals with contamination concerns do not access care. Virtual reality exposure-based therap...
Tonal Auditory Discrimination Training in Youths: Design, Implementation, and Evaluation of Game-Based Versus Non-Game-Based Systems in a Cross-Sectional Study [0.03%]
青年音高听觉辨别训练:横断面研究中的游戏化系统与非游戏化系统的设计、实现及评估
Sergio M-Cam,Daniela Acosta,Karla I Cruz Ornelas et al.
Sergio M-Cam et al.
Background: Auditory discrimination training is widely used to supplement aural habilitation and rehabilitation in individuals with hearing or auditory challenges. Recently, gamification has been introduced as a strategy ...
The Effects of Open-World and Fun, Accessible Games on Perceived Loneliness and Stoicism in Adults: Cross-Sectional Survey Study [0.03%]
开放式游戏和趣味性可访问性游戏对成人孤独感和冷漠感的影响:横断面调查研究
Congcong Hou,Winze Tam,Andini Ayu Rahmadianty et al.
Congcong Hou et al.
Background: Loneliness has been linked to reduced mental and physical health. The "loneliness epidemic" is recognized as a public health crisis. However, questions remain about the potential of video games, which people p...
Association Between Task Difficulty Regulation in Game-Based Digital Therapeutics and Attention-Deficit/Hyperactivity Disorder Symptoms in Children: Secondary Analysis of a Randomized Controlled Trial [0.03%]
基于游戏的数字疗法中任务难度调节与儿童注意缺陷多动障碍症状之间的关联:随机对照试验的二次分析
Jun-Su Kim,Seung-Jae Kim,Gilnam Ryu et al.
Jun-Su Kim et al.
Background: Recent advances in digital therapeutics (DTx) have led to the development of game-based, home-delivered interventions for children with attention-deficit/hyperactivity disorder (ADHD). Prior studies have demon...
Serious Games in Nursing Education: Scoping Review of Applications, Effectiveness, and Future Directions [0.03%]
护理教育中的严肃游戏:应用、有效性及未来方向的综述研究
Fenglin Shao,Zhihao Han,Qin Su et al.
Fenglin Shao et al.
Background: Serious games (SGs) have emerged as a promising tool in nursing education, providing interactive learning environments for clinical simulation, skill development, and feedback. These games enhance knowledge, c...