Social Gaming to Decrease Loneliness in Older Adults: Recruitment Challenges and Attrition Analysis in a Digital Mixed Methods Feasibility Study [0.03%]
社交游戏减少老年人孤独感:一项数字混合方法可行性研究中的招募挑战和流失分析
Bas D L Châtel,Jeroen H M Janssen,Geeske M E E Peeters et al.
Bas D L Châtel et al.
Background: Digital mental health interventions could sustainably and scalably prevent and reduce loneliness in older adults. We designed an app containing 29 text-based games and a questionnaire-administering chatbot to ...
Serious Game Development for Public Health: Participatory Design Approach to COVID-19 Quarantine Policy Education [0.03%]
参与式设计在公共卫生游戏开发中的应用——以新冠肺炎隔离政策教育为主题的游戏开发研究
Myunghwan Kwak,Byeong-Je Kim,Ji-Bum Chung
Myunghwan Kwak
Background: Public health education plays a crucial role in effectively addressing infectious diseases such as COVID-19. However, existing educational materials often provide only foundational information, and traditional...
Interactive Serious Game to Teach Basic Life Support Among Schoolchildren in Brazil: Design and Rationale [0.03%]
巴西学校儿童互动型生命支持教学类严肃游戏的设计与原理
Uri Adrian Prync Flato,Emilio José Beffa Dos Santos,Isabella Bispo Diaz T Martins et al.
Uri Adrian Prync Flato et al.
The Role of Relevance in Shaping Perceptions of Sleep Hygiene Games Among University Students: Mixed Methods Study [0.03%]
高校学生中睡眠卫生游戏的相关性感知形成机制:混合研究方法研究
Zilu Liang,Edward Melcer,Kingkarn Khotchasing et al.
Zilu Liang et al.
Background: Sleep games are an emerging topic in the realm of serious health game research. However, designing features that are both enjoyable and effective at engaging users, particularly university students, to develop...
Impact of Video-Based Error Correction Learning for Cardiopulmonary Resuscitation Training: Quasi-Experimental Study [0.03%]
基于视频的错误纠正学习在心肺复苏培训中的影响:准实验研究
Yun Wang,Junzuo Fu,Shaoping Wang et al.
Yun Wang et al.
Background: Video-based error correction (VBEC) in medical education could offer immediate feedback, promote enhanced learning retention, and foster reflective practice. However, its application in cardiopulmonary resusci...
Examining the Feasibility, Acceptability, and Preliminary Efficacy of an Immersive Virtual Reality-Assisted Lower Limb Strength Training for Knee Osteoarthritis: Mixed Methods Pilot Randomized Controlled Trial [0.03%]
基于混合方法的试点随机对照试验:膝关节骨关节炎沉浸式虚拟现实辅助下肢力量训练的有效性、可接受性和初步疗效研究
Hermione Hin Man Lo,Marques Ng,Pak Yiu Hugo Fong et al.
Hermione Hin Man Lo et al.
Background: Knee osteoarthritis prevalently causes significant pain, activity limitations, psychological distress, and reduced quality of life. Despite lower limb strength training being a core treatment for knee osteoart...
Using Games to Simulate Medication Adherence and Nonadherence: Laboratory Experiment in Gamified Behavioral Simulation [0.03%]
采用游戏模拟服药和拒绝服药:gamified行为模拟实验室试验
Umar Taj,Aikaterini Grimani,Daniel Read et al.
Umar Taj et al.
Background: Medical nonadherence is a significant problem associated with worse clinical outcomes, higher downstream rehospitalization rates, and a higher use of resources. To improve medication adherence, it is vital for...
Acceptability of a Serious Game About Proton Radiotherapy Designed for Children Aged 5 to 14 Years and Its Potential Impact on Perceived Anxiety: Feasibility and Randomized Controlled Pilot Trial [0.03%]
针对5至14岁儿童的有关质子放射疗法的严肃游戏的可接受性及其对焦虑感知潜在影响的可行性与随机对照试点试验
Catarina Cederved,Gustaf Ljungman,Jon Back et al.
Catarina Cederved et al.
Background: Children who are going to undergo radiotherapy have displayed fear and anxiety. Therefore, a web-based serious game was developed as a psychological preparation to investigate if it could affect anxiety levels...
The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study [0.03%]
游戏障碍与网络赌博障碍之间的 Loot Box 问题使用中介作用的横断面分析研究
Joaquín González-Cabrera,Vanessa Caba-Machado,Adoración Díaz-López et al.
Joaquín González-Cabrera et al.
Background: The video game industry has introduced a new form of monetization through microtransactions. A controversial example has been the so-called "loot boxes" (LBs) as virtual objects, which are randomized and bough...
Association Between Internet Gaming Disorder and Suicidal Ideation Mediated by Psychosocial Resources and Psychosocial Problems Among Adolescent Internet Gamers in China: Cross-Sectional Study [0.03%]
中国青少年网络游戏成瘾者心理社会资源和心理社会问题介导的网络成瘾与自杀意念之间的关系:横断面研究
Yanqiu Yu,Anise M S Wu,Vivian W I Fong et al.
Yanqiu Yu et al.
Background: Adolescent internet gaming disorder (IGD) was associated with severe harm, including suicidal ideation. While suicidal ideation was predictive of completed suicides, further research is required to clarify the...