Co-Designing Mobile Serious Games to Support Patients With Psoriatic Arthritis and Chronic Pain: Mixed Methods Study [0.03%]
用于支持银屑病关节炎和慢性疼痛患者的移动式严肃游戏的联合设计:混合方法研究
Bárbara Ramalho,Samuel Gomes,Marta Silva Vicente et al.
Bárbara Ramalho et al.
Background: Serious games offer promising avenues for clinical care by enhancing patient engagement and delivering therapeutic benefits. In psoriatic arthritis (PsA), chronic pain contributes to emotional distress, functi...
Immersive Tai Chi for Home-Based Exercise in Older Adults: Usability and Feasibility Study [0.03%]
基于家庭的沉浸式太极拳锻炼在老年人中的可行性和人机交互研究
XiaCheng Song,Nazlena Mohamad Ali,Mohamad Hidir Mhd Salim et al.
XiaCheng Song et al.
Background: Longer life expectancy makes physical exercise crucial for active aging. However, adherence to traditional exercise among community-dwelling older adults is generally low. Virtual reality (VR) and mixed realit...
Effects of Game-Based Learning on Piano Music Knowledge Among Elementary School Pupils: Pretest-Posttest Quasi-Experimental Study [0.03%]
基于游戏的学习对小学生钢琴音乐知识的影响:预测试准实验研究
Yun Wang,Wee Hoe Tan,Qiaoling Ye et al.
Yun Wang et al.
Background: Music education is central to holistic child development; yet, traditional piano instruction in China often emphasizes rote memorization at the expense of meaningful understanding. Elementary school pupils, pa...
Correction: Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study [0.03%]
纠正:结合流畅性游戏玩法的舌肌训练应用程序的设计和可行性试点研究-middle-aged and older adults参与
Kuan-Chu Su,Ko-Chiu Wu,Kuei-Ru Chou et al.
Kuan-Chu Su et al.
RedMan-GreenMan: Co-Designed Pedestrian Safety Game Prototype for Children With Autism [0.03%]
红人绿人:自闭症儿童交通安全同设计游戏原型研究
Jason Carter Stanton,Nicole L Peel,Caroline J Mills et al.
Jason Carter Stanton et al.
This letter presents the conceptualization, design, and technical evaluation of the RedMan-GreenMan game co-designed with carers, aimed to help children with autism spectrum disorder (hereafter autism) acquire pedestrian safety skills. Whil...
Usability Study of Augmented Reality Visualization Modalities on Localization Accuracy in the Head and Neck: Randomized Crossover Trial [0.03%]
头颈定位准确性的增强现实可视化模式的可用性研究:随机交叉试验
Yao Li,Gijs Luijten,Christina Gsaxner et al.
Yao Li et al.
Background: Augmented reality head-mounted displays could overcome the spatial dissociation between medical imaging and the surgical field, which may be particularly important in anatomically dense regions, such as the he...
Gamified Versus Non-gamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial [0.03%]
女性乳房健康知识的元宇宙学习:游戏化与非游戏化元宇宙学习的随机对照试验
Rui Li,Sabzali Musa Kahn,Bingyu Duan et al.
Rui Li et al.
Background: The metaverse provides an immersive, interactive medium for health education, but most studies evaluate immersion and gamification together. Randomized evidence disentangling their separate effects on immediat...
Efficacy and Safety of a Video Game-Like Digital Therapy Intervention for Chinese Children With Attention-Deficit/Hyperactivity Disorder: Single-Arm, Open-Label Pre-Post Study [0.03%]
面向注意缺陷多动障碍儿童的类似视频游戏的数字疗法干预的有效性和安全性:单组、开放标签性前后对照研究
Mengyi Bao,Shang Feng,Jiaheng Wang et al.
Mengyi Bao et al.
Background: The digital therapy of attention-deficit/hyperactivity disorder (ADHD) based on a "self-adaptive multitasking training paradigm" has been developed to improve the cognitive functional impairments and attention...
Shadow-Induced Forgetting in a Game-Based Paradigm on Nonclinical Adults and Its Effects on Consciousness, Emotional Valence, and Temporal Dynamics: Crossover Study [0.03%]
基于游戏的隐性遗忘范式在非临床成人中的作用及其对意识、情感 valence 及时间动态的影响:交叉研究
Yoon Jin Cho,Ka Hyun Kim,Da Won Suh et al.
Yoon Jin Cho et al.
Background: Memory suppression transiently disrupts hippocampal activity, leading to suppression-induced forgetting, especially for negative stimuli. However, traditional paradigms such as Think/No-Think rely on explicit ...
Correction: A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning Study [0.03%]
校正:使用严肃游戏数据预测注意缺陷多动障碍儿童韦氏智力量表第五版处理速度指数的新型方法:机器学习研究
Jun-Su Kim,Yoo Joo Jeong,Seung-Jae Kim et al.
Jun-Su Kim et al.