Exploring the Impact of a Persuasive Serious Video Game (Farmily) on Promoting Home Gardening Among Novices: Design and Randomized Controlled Trial [0.03%]
面向初学者的劝说型益智电子游戏《Farmily》对促进家庭园艺的影响:设计与随机对照试验
Carlos Alberto García de Alba-Chávez,Ismael Edrein Espinosa-Curiel,Rosa María Michel-Nava
Carlos Alberto García de Alba-Chávez
Background: Home gardens worldwide provide sustenance, economic support, and access to fresh produce and promote household well-being, health, self-sufficiency, and food security. However, they face significant challenges...
Developing an Automated Virtual Reality Therapy for Improving Positive Self-Beliefs and Psychological Well-Being (Phoenix VR Self-Confidence Therapy): Tutorial [0.03%]
凤凰VR自信疗法:用于改善积极自我认知和心理健康的自动化虚拟现实疗法教程
Laina Rosebrock,Jason Freeman,Aitor Rovira et al.
Laina Rosebrock et al.
Virtual reality (VR) is an immersive technology in which delivery of psychological therapy techniques can be automated. Techniques can be implemented similarly to real-world delivery or in ways that are not possible in the real world to enh...
Comparing Learning Outcomes of Machine-Guided Virtual Reality-Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial [0.03%]
基于元宇宙环境的机器引导虚拟现实培训与教育者引导培训的学习效果比较研究:随机对照试验
Dilek Kitapcioglu,Mehmet Emin Aksoy,Arun Ekin Ozkan et al.
Dilek Kitapcioglu et al.
Background: Virtual reality (VR) modules are commonly used for health care training, such as adult advanced cardiac life support (ACLS), due to immersion and engagement. The metaverse differs from current VR serious gamin...
Effects of Electronic Serious Games on Older Adults With Alzheimer's Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials [0.03%]
电子 serious game 对阿尔茨海默病和轻度认知障碍老年人的影响:随机对照试验的系统综述和 meta 分析
Xinyi Zuo,Yong Tang,Yifang Chen et al.
Xinyi Zuo et al.
Background: Serious games (SGs) are nonpharmacological interventions that are widely applied among older adults. To date, no evidence has been published regarding the effect of digital SGs on cognitive ability, daily beha...
Olatunji Mumini Omisore,Ifeanyi Odenigbo,Joseph Orji et al.
Olatunji Mumini Omisore et al.
Background: Mental health disorders are the leading cause of health-related problems worldwide. It is projected that mental health disorders will be the leading cause of morbidity among adults as the incidence rates of an...
Immersive Virtual Reality Use in Medical Intensive Care: Mixed Methods Feasibility Study [0.03%]
医疗重症监护中沉浸式虚拟现实使用的混合方法可行性研究
Brian W Locke,Te-Yi Tsai,C Mahony Reategui-Rivera et al.
Brian W Locke et al.
Background: Immersive virtual reality (VR) is a promising therapy to improve the experience of patients with critical illness and may help avoid postdischarge functional impairments. However, the determinants of interest ...
Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study [0.03%]
弹性阻力对沉浸式虚拟现实中的主动视频游戏BoxVR运动强度和用户满意度的影响:实证研究
Jacek Polechoński,Alan Przepiórzyński,Piotr Polechoński et al.
Jacek Polechoński et al.
Background: One of the main contemporary forms of physical activity (PA) involves exercises and games in an immersive virtual reality (VR) environment, which allows the user to practice various forms of PA in a small spac...
Design and rationale of an interactive serious game to teach Basic Life Support among schoolchildren in Brazil [0.03%]
在巴西学校儿童中教授基础生命支持的互动型严肃游戏的设计与原理
Uri Adrian Prync Flato,Emilio José Beffa Dos Santos,Isabella Bispo Diaz Toledo Martini et al.
Uri Adrian Prync Flato et al.
Cardiovascular diseases are leading causes of death and morbidity worldwide. CPR and early defibrillation significantly enhance survival rates. Serious Games (SG) improve learning through entertainment. Current strategies target Cardiopulmo...
Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review [0.03%]
儿童和青少年癌症控制的严肃游戏应用研究:系统综述
Sunghak Kim,Paije Wilson,Olufunmilola Abraham
Sunghak Kim
Background: Effective health care services that meet the diverse needs of children and adolescents with cancer are required to alleviate their physical, psychological, and social challenges and improve their quality of li...
Use and Design of Virtual Reality-Supported Learning Scenarios in the Vocational Qualification of Nursing Professionals: Scoping Review [0.03%]
基于虚拟现实的学习场景在护理专业人员职业资格中的使用与设计:系统综述研究
Jenny-Victoria Steindorff,Lisa-Marie Redlich,Denny Paulicke et al.
Jenny-Victoria Steindorff et al.
Background: Numerous reviews advocate using virtual reality (VR) in educational contexts. This medium allows learners to test experiences in realistic environments. Virtually supported scenarios offer a safe and motivatin...