The Experience of and Needs for Exergames in Older Adults With Mild Cognitive Impairment: Qualitative Interview Study [0.03%]
轻度认知障碍老年人运动游戏体验及需求的定性访谈研究
Xi Chen,Dian Jiang,Hongting Ning et al.
Xi Chen et al.
Background: As a novel intervention method that combines exercise and games, exergames have demonstrated a positive impact on enhancing the cognitive and physical functions of older adults with mild cognitive impairment (...
Nature Engagement Outcomes of Viewing Nature Through a 360° Video or a Tablet Screen: Randomized Trial [0.03%]
一项随机试验:通过360度视频或平板电脑屏幕观看自然风景的自然参与结果
Elena Brambilla,Karen Stendal,Vibeke Sundling et al.
Elena Brambilla et al.
Background: Nature engagement, including affective and physical interactions with nature, is linked to a multitude of health and well-being benefits. Unfortunately, opportunities for engaging with nature are decreasing wo...
Applying Augmented Reality to Convey Medical Knowledge on Osteoclasts to Users of a Serious Game: Vignette Experiment [0.03%]
基于游戏的巨噬细胞医学知识增强现实可视化原型设计与评估:场景实验研究
Jascha Grübel,Julia Chatain,Claudio Schmid et al.
Jascha Grübel et al.
Background: Visualization technology is enhancing interactive learning by merging digital content with real-world environments, offering immersive experiences through augmented reality (AR) in fields like medical educatio...
Correction: A Mixed Reality-Based Telesupervised Ultrasound Education Platform on 5G Network Compared to Direct Supervision: Prospective Randomized Pilot Trial [0.03%]
基于混合现实的5G网络远程超声教育平台与直接监督相比的矫正研究:前瞻性随机试点试验
Minha Kim,Meong Hi Son,Suhyeon Moon et al.
Minha Kim et al.
Insights on the User Experience and Feasibility of an Electromyography-Driven Exergame Combined With Blood Flow Restriction for Strength Training in Hospitalized Older Adults: Mixed Methods Randomized Controlled Feasibility Study [0.03%]
肌电驱动联合血压限制的体感游戏在住院老年人中进行力量训练的用户体验和可行性的混合方法随机对照试验的见解
Ruben Debeuf,Reinhard Claeys,Margo Berlanger et al.
Ruben Debeuf et al.
Background: Hospitalized older adults often spend prolonged periods of time bedridden, leading to decreased muscle strength and function. To tackle this, rehabilitation aims to keep patients active and train affected musc...
Technology-Assisted Motor-Cognitive Training Among Older Adults: Rapid Systematic Review of Randomized Controlled Trials [0.03%]
老年人技术辅助的运动认知训练:随机对照试验的快速系统评价
Yaqin Li,Yaqian Liu,Angela Ym Leung et al.
Yaqin Li et al.
Background: Age-related physiological changes in older adults involve a rapid decline in motor exercise ability; some older adults may also experience difficulties in maintaining focus, memory loss, and a decline in react...
The Positive Effect of Video-Game Play on College Students' Anxiety and Depression Symptoms During the COVID-19 Pandemic Shelter-in-Place Lockdowns: Mixed Methods Study [0.03%]
新冠疫情封锁隔离期间电子游戏对美国大学生焦虑和抑郁症状的积极影响:混合研究方法研究
Fengbin Hu,Zixue Tai,Jianping Liu
Fengbin Hu
Background: A growing body of research has examined the connection between video game play and relief from anxiety and depressive symptoms during the COVID-19 pandemic years. However, evidence has been limited in dissecti...
The Impact of Gamified Interventions on the Management of Chronic Obstructive Pulmonary Disease: Systematic Literature Review [0.03%]
游戏化干预措施对慢性阻塞性肺疾病管理的影响:系统文献回顾
Jinsong Chen,Tingzhong Yang,Qilian He et al.
Jinsong Chen et al.
Background: Chronic obstructive pulmonary disease (COPD) requires consistent sustained management, including regular physical activity, pulmonary rehabilitation, and self-care adherence. Despite strong clinical guidelines...
Efficacy of Motion-Sensing Game-Assisted Pulmonary Rehabilitation in Patients With Chronic Obstructive Pulmonary Disease: Systematic Review and Meta-Analysis of Randomized Controlled Trials [0.03%]
基于随机对照试验的体感运动游戏辅助慢阻肺患者康复疗效的系统综述和 meta 分析
Cuirong Hu,Xia Lan,Yanwen Luo et al.
Cuirong Hu et al.
Background: While motion-sensing game (MSG) platforms provide immersive, real-time feedback environments for rehabilitation, research findings on their effectiveness in chronic obstructive pulmonary disease (COPD) pulmona...
Haptic-Driven Serious Card Games for Older Adults: User Preferences Study [0.03%]
基于老年人偏好的体感触觉 serious card games 用户偏好研究
Xin Huang,Nazlena Mohamad Ali,Shafrida Sahrani
Xin Huang
Background: Haptic feedback technology is widely used, including in serious games. It is an additional sensory method that supplements audio and vision, provides a novel user experience through a physical control layer, a...