Active Video Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity [0.03%]
老年人主动视频游戏训练:用户体验、工作量、乐趣和强度的比较研究
Néva Béraud-Peigné,Alexandra Perrot,Pauline Maillot
Néva Béraud-Peigné
Background: Given the appeal of active video games (AVG), many tools are now being used for combined training in older adults. However, there is a lack of comparative data to determine which type of AVG is better suited t...
Factors Influencing Virtual Reality as a Distraction Tool for Venipuncture in Children: Observational Pilot Feasibility Study [0.03%]
儿童穿刺用虚拟现实分心工具的影响因素:观察性可行性研究
Chris Worth,Leyi Yang,Catherine Fullwood et al.
Chris Worth et al.
Background: Virtual reality (VR) is increasingly used as a distraction tool for painful procedures in children. Studies have shown variable benefit but have not identified factors to maximize utility. ...
Domain-Specific Evaluation of Exergame Metrics Among Older Adults With Mild Neurocognitive Disorder: Secondary Analysis of 2 Randomized Controlled Trials [0.03%]
针对轻度神经认知障碍老年人的体感游戏评测指标实证研究:两项随机对照试验的二次分析
Wanda Kaiser,Eling D de Bruin,Patrick Manser
Wanda Kaiser
Background: Exergame-based training enhances physical and cognitive performance in older adults, including those with mild neurocognitive disorder (mNCD). In-game metrics generated from user interactions with exergames en...
Discriminative Power of the Serious Game Attention Slackline in Children and Adolescents With and Without Attention-Deficit/Hyperactivity Disorder: Validation Study [0.03%]
面向注意缺陷多动障碍患儿和正常儿童青少年的差异化注意力障碍诊断游戏“Attention Slackline”的有效性验证研究
Nicolás Ruiz-Robledillo,Ignacio Lucas,Rosario Ferrer-Cascales et al.
Nicolás Ruiz-Robledillo et al.
Background: Attention-deficit/hyperactivity disorder (ADHD) is a prevalent neurodevelopmental condition characterized by inattention, hyperactivity, and impulsivity, significantly impacting the psychological, social, and ...
Perceptions Toward an Attentional Bias Modification Mobile Game Among Individuals With Low Socioeconomic Status Who Smoke: Qualitative Study [0.03%]
面向低社会经济状态吸烟人群的一种注意力偏差修正移动游戏的感知情况:质性研究
Michael Wakeman,Lydia Tesfaye,Gunnar Baskin et al.
Michael Wakeman et al.
Background: Attentional bias modification (ABM) can help address implicit attention from individuals who smoke toward smoking cues, which trigger cravings and lapses that impede smoking cessation. We developed an ABM mobi...
Efficacy of Virtual Reality-Based Interventions on Cognitive Function in Patients With Neuropsychiatric Disorders: Systematic Review and Meta-Analysis of Randomized Controlled Trials [0.03%]
基于虚拟现实的干预措施对神经精神障碍患者认知功能疗效的系统评价和 meta 分析
Qiujing Du,Yuhan Wei,Yuexuan Ma et al.
Qiujing Du et al.
Background: Virtual reality (VR) technology has emerged as a promising tool for cognitive rehabilitation in patients with neuropsychiatric disorders. These patients often endure significant cognitive impairments, which ar...
Acceptability of and Willingness to Use Virtual Reality Exergames for Weight Loss Among Young Adults With Overweight or Obesity in China: Qualitative Study [0.03%]
中国青年人群中针对超重和肥胖患者的虚拟现实运动游戏减重的可接受性和使用意愿定性研究
Yanya Chen,Bingsheng Guan,Yaqi Zhang et al.
Yanya Chen et al.
Background: Overweight and obesity seriously affect physical and psychological health worldwide. They are common public health issues in young adults who are considered a "vulnerable group" prone to adopt unhealthy lifest...
Testing the Effectiveness of a Gamified Emotional Cognitive Bias Modification Task as an Intervention for Low Mood: Randomized Controlled Trial [0.03%]
游戏化情感认知偏差修正任务改善低落情绪的有效性试验:随机对照试验
Rumeysa Kuruoğlu,Angela Attwood,Ian Penton-Voak
Rumeysa Kuruoğlu
Background: Emotion recognition bias in depression is well-documented and is proposed to play a causal role in depression. A cognitive bias modification (CBM) intervention targeting the bias in emotional expression percep...
Immersive Virtual Reality and AI (Generative Pretrained Transformer) to Enhance Student Preparedness for Objective Structured Clinical Examinations: Mixed Methods Study [0.03%]
沉浸式虚拟现实和AI(生成性预训练变换器)增强学生客观结构化临床考试准备的混合方法研究
Shaniff Esmail,Brendan Concannon
Shaniff Esmail
Background: Immersive virtual reality (VR) and artificial intelligence have been used to determine whether a simulated clinical exam setting can reduce anxiety in first-year occupational therapy students preparing for obj...
Playful Antisedentary Interactions for Online Meeting Scenarios: A Research Through Design Approach [0.03%]
线上会议场景中的趣味抗久坐互动设计:一种通过设计进行研究的方法学探索
Jiaqi Jiang,Shanghao Li,Xian Li et al.
Jiaqi Jiang et al.
Background: Online meetings have become an integral part of daily life for many people. However, prolonged periods of sitting still in front of screens can lead to significant, long-term health risks. While previous studi...