Vision AI-Based Gamified Cognitive Prosthesis for Executive Function: Feasibility and Usability Study [0.03%]
基于视觉的人工智能游戏化认知假体改善执行功能的可行性与使用性研究
Co Yih Siow,Yao-Hua Yang,Cheng-Jui Tsai et al.
Co Yih Siow et al.
Background: Dementia is a progressive neurodegenerative condition marked by cognitive decline and loss of functional independence. Among cognitive domains, executive dysfunction is a critical early contributor to reduced ...
The Impact of Active Augmented Reality Games on Physical Activity and Cognition Among Older Adults: Feasibility Study [0.03%]
针对老年人的积极增强现实游戏对身体活动和认知的影响:可行性研究
Amy Shirong Lu,Bhagyashree Parkar,Shiveshchandra Gupta et al.
Amy Shirong Lu et al.
Background: Physical activity (PA) enhances physical health as well as cognitive and brain health, yet motivating older adults to initiate and sustain PA remains challenging, a difficulty exacerbated by the COVID-19 pande...
Active Video Games to Improve Behavioral Intentions and Cognitive Function in Patients With Schizophrenia: Randomized Controlled Trial [0.03%]
积极的视频游戏改善精神分裂症患者的行為意向和認知功能:隨機對照試驗
Huan-Hwa Chen,Ching-Ching Lin,Man-Ling Yu et al.
Huan-Hwa Chen et al.
Background: Schizophrenia is a severe mental illness that affects the cognitive, social, and daily functions of patients. Physical activity has been found to be important for maintaining these functions in patients with s...
Author's Reply: Refining Open-World Game and Nostalgic Film Interventions for Broader and More Reliable Therapeutic Impact [0.03%]
作者回信:精炼开放式游戏和怀旧电影干预措施以实现更广泛且更可靠的治疗效果
Andreas Benedikt Eisingerich,Annisa Arigayota,Barbara Duffek et al.
Andreas Benedikt Eisingerich et al.
Improvement of Game Users' Depressive Symptoms via Behavioral Activation in a Massive Multiplayer Online Game: Randomized Controlled Trial [0.03%]
多玩家在线游戏中通过行为激活改善游戏者抑郁症状的随机对照试验
Kenji Yokotani,Masanori Takano,Nobuhito Abe et al.
Kenji Yokotani et al.
Background: Online games developed to improve mental health symptoms are reportedly effective among game users. However, it has not been verified whether massive multiplayer online games (MMOGs) developed for leisure purp...
Effectiveness of Gamification Interventions to Improve Physical Activity and Sedentary Behavior in Children and Adolescents: Systematic Review and Meta-Analysis [0.03%]
儿童和青少年体育锻炼和久坐行为 gamification干预效果的系统评价和 meta分析
Min Wang,Jisheng Xu,Xulin Zhou et al.
Min Wang et al.
Background: Physical activity (PA) is critically linked to the health outcomes of children and adolescents. Gamification interventions represent a promising approach to promote PA engagement. However, the effects of these...
ADRENALINE, a Learning Game to Improve Prescribing Skills in Undergraduate Medical Students: Descriptive Study [0.03%]
肾上腺素:一项改善在校医学生处方技能的学习游戏:描述性研究
Cecile Marie Yelnik,Aurélie Daumas,Yanele Poteaux et al.
Cecile Marie Yelnik et al.
Background: Junior doctors often demonstrate insufficient prescribing skills, highlighting the need to enhance undergraduate medical training in this area. Serious games (SGs) have proven effective in teaching knowledge a...
Virtual Reality for Workplace Violence Training of Health Care Workers: Pilot Mixed Methods Usability Study [0.03%]
针对医疗保健工作者的工作场所暴力培训的虚拟现实试点混合方法可用性研究
Daniel Isaiah Jackson,Thipkanok Wongphothiphan,John Luna et al.
Daniel Isaiah Jackson et al.
Background: Workplace violence (WPV) is a growing concern in health care, adversely impacting frontline providers, patients, and visitors. Traditional training programs have demonstrated limited long-term effectiveness in...