Cognitive Load Across Interaction Formats in Digital Attention Assessment for Children: Within-Subject Neuroimaging and Behavioral Comparison Study [0.03%]
针对儿童数字化注意力评估的不同交互格式的认知负荷:队内神经影像学和行为比较研究
Harim Jeong,Yong Jeon Cheong,Jihyeong Ro et al.
Harim Jeong et al.
Background: Digital health technologies increasingly use tablet-based cognitive assessments for children, yet interaction design choices can substantially influence cognitive load and measurement validity. Although cognit...
Using Eye Tracking to Measure Video Game-Assisted Therapy for Improved Visual Outcomes in Pediatric Strabismus: Randomized Control Trial [0.03%]
基于眼动追踪的视频游戏辅助斜视治疗改善儿童视觉预后的随机对照试验
Ahmad F Klaib
Ahmad F Klaib
Background: Strabismus, commonly known as crossed eyes, is a condition characterized by the misalignment of the eyes, leading to impaired binocular vision and depth perception. Traditional management often involves occlus...
Exploring the Effects of Serious Games (Immersive Virtual Reality Versus Web-Based Platforms) on Interprofessional Education Among Undergraduate Health Care Students: Randomized Controlled Trial and Multimethod Study [0.03%]
探索严肃游戏(沉浸式虚拟现实与基于网络平台)对卫生专业本科生跨专业教育的影响:随机对照试验和多方法研究
Justina Yat Wa Liu,Rina Wing Yan Wong,Sabina Margaret Pinto et al.
Justina Yat Wa Liu et al.
Background: Interprofessional education (IPE) is essential for developing teamwork and communication skills in health care training. Building interprofessional competency involves acquiring knowledge, cultivating readines...
Effectiveness of Virtual Reality Interventions on Perioperative Anxiety, Depression, Blood Pressure, and Heart Rate: Systematic Review and Meta-Analysis of Randomized Controlled Trials [0.03%]
虚拟现实干预对围手术期焦虑、抑郁、血压和心率的影响:随机对照试验的系统评价和荟萃分析
Shijin Wang,Hong Yan,Zhehui Yang et al.
Shijin Wang et al.
Background: Perioperative stress hinders patient recovery and poses significant challenges for clinical nursing. It triggers a vicious cycle of negative psychological emotions and adverse physiological stress responses. I...
Cognitive Function Assessment Using a Virtual Reality Serious Game System in Patients With Stable Schizophrenia: Prospective Cohort Study [0.03%]
稳定期精神分裂症患者认知功能虚拟现实测评系统评测研究:前瞻性队列研究
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%]
长期玩第一人称射击游戏和多人在线战斗 arena 游戏的玩家的大脑结构协变网络:横断面研究
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%]
基于反馈的儿科哮喘吸入剂使用游戏化培训系统:混合方法随机交叉试验
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%]
关于游戏及基于游戏的干预措施的心理卫生专业人士观点: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%]
青少年社交容许完美主义、韧性与网络游戏成瘾的纵向研究
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%]
父母的游戏行为与青少年网络成瘾之间的关联:前瞻性队列研究
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...