Effects of a Serious Smartphone Game on Nursing Students' Theoretical Knowledge and Practical Skills in Adult Basic Life Support: Randomized Wait List-Controlled Trial [0.03%]
一种智能手机游戏对护理专业学生成人基础生命支持的理论知识和实践技能的影响:等待列表控制随机试验
Nino Fijačko,Ruth Masterson Creber,Špela Metličar et al.
Nino Fijačko et al.
Background: Retention of adult basic life support (BLS) knowledge and skills after professional training declines over time. To combat this, the European Resuscitation Council and the American Heart Association recommend ...
Understanding Senior Adults' Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study [0.03%]
针对老年人的商用体感健康游戏的需求、偏好和体验研究:可用性研究
Yu-Han Wang
Yu-Han Wang
Background: Many senior adults are at risk of mental and physical disorders due to a lack of sufficient exercise. Therefore, adherent exercise should be urgently promoted to improve senior adults' muscle strength, prevent...
Impact of Virtual Reality-Based Group Activities on Activity Level and Well-Being Among Older Adults in Nursing Homes: Longitudinal Exploratory Study [0.03%]
基于虚拟现实的团体活动对疗养院老年人活动量和幸福感的影响:纵向探索性研究
Yijun Li,Carlotta Wilke,Irina Shiyanov et al.
Yijun Li et al.
Background: In addition to illness, inactivity is a risk factor for high mortality in nursing homes. Using innovative technology, such as virtual reality (VR), for meaningful group activities could provide new opportuniti...
Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study [0.03%]
行为改变的娱乐化:数学原理与概念验证研究
Falk Lieder,Pin-Zhen Chen,Mike Prentice et al.
Falk Lieder et al.
Background: Many people want to build good habits to become healthier, live longer, or become happier but struggle to change their behavior. Gamification can make behavior change easier by awarding points for the desired ...
Comparing Walking-Related Everyday Life Tasks of Children with Gait Disorders in a Virtual Reality Setup With a Physical Setup: Cross-Sectional Noninferiority Study [0.03%]
基于物理环境和虚拟现实环境中步态异常儿童行走相关日常生活任务的比较研究:横断面非劣效性研究
Sophia Rhiel,Andrina Kläy,Urs Keller et al.
Sophia Rhiel et al.
Background: A frequent rehabilitation goal for children with gait disorders is to practice daily-life walking activities. Unfortunately, these are often difficult to practice in a conventional therapeutic setting. Virtual...
An Escape Game on University Students' Mental Health During the COVID-19 Pandemic: Cocreation Study [0.03%]
一项针对新冠疫情期间大学生心理健康逃脱游戏的协同创作研究
David Labrosse,Clara Vié,Hana Hajjam et al.
David Labrosse et al.
Background: The COVID-19 pandemic has had a severe impact on students' mental health. Interventions are needed to promote their psychological well-being and prevent mental illnesses in the aftermath of this unprecedented ...
Using a Virtual Reality Tool to Provide Primary Prevention Training in the Construction Field Following a Periodic Medical Visit: Cross-Sectional Study [0.03%]
在定期体检后使用虚拟现实工具进行建筑行业初级预防培训:横断面研究
Sylvain Chamot,Isabelle Mahieu,Marion Delzard et al.
Sylvain Chamot et al.
Background: The construction field is highly concerned with the risk of work-related accidents, and training employees is difficult due to their small numbers in most companies. ...
Smartphone-Based Virtual and Augmented Reality Implicit Association Training (VARIAT) for Reducing Implicit Biases Toward Patients Among Health Care Providers: App Development and Pilot Testing [0.03%]
基于智能手机的虚拟和增强现实隐性联想训练(VARIAT),用于减少医疗保健人员对患者的隐性偏见:应用程序开发和初步测试
Jiabin Shen,Alex J Clinton,Jeffrey Penka et al.
Jiabin Shen et al.
Background: Implicit bias is as prevalent among health care professionals as among the wider population and is significantly associated with lower health care quality. ...
Assessing the Importance of Content Versus Design for Successful Crowdfunding of Health Education Games: Online Survey Study [0.03%]
评估内容与设计对于成功众筹健康教育游戏的重要性:一项在线调查研究
Hong Huang,Han Yu,Wanwan Li
Hong Huang
Background: Health education games make health-related tasks enjoyable and interactive, thereby encouraging user participation. Entrepreneurs and health educators can leverage online crowdfunding platforms, such as Kickst...
A Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study [0.03%]
结合生物反馈的智能手机游戏化虚拟现实暴露疗法在治疗畏猫症中的开发与评估研究
Ali Khaleghi,Abbas Narimani,Zahra Aghaei et al.
Ali Khaleghi et al.
Background: To the best of our knowledge, no specialized research has been conducted to address ailurophobia (fear of cats) in Iran or globally. This has driven our project, along with the prevalence of ailurophobia and t...