A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study [0.03%]
预防青少年阿片类药物滥用的视频游戏干预措施:发展与实施前研究
Kammarauche Aneni,Claudia-Santi F Fernandes,Lily A Hoerner et al.
Kammarauche Aneni et al.
Background: Opioid misuse and mental disorders are highly comorbid conditions. The ongoing substance misuse and mental health crises among adolescents in the United States underscores the importance of widely scalable sub...
Social Presence, Negative Emotions, and Self-Protective Behavioral Intentions of Nonsmokers in Response to Secondhand Smoking in Virtual Reality: Quasi-Experimental Design [0.03%]
针对虚拟现实环境中被动吸烟的非吸烟者社会存在、负面情绪与自我保护行为意图的准实验研究
Miao Liu,Yicheng Zhu,Zihan Xu et al.
Miao Liu et al.
Background: The application of virtual reality (VR) in health care has grown rapidly in China, where approximately half of the population is directly exposed to secondhand smoke (SHS). As VR headsets have become increasin...
Effects of Commercial Exergames and Conventional Exercises on Improving Executive Functions in Children and Adolescents: Meta-Analysis of Randomized Controlled Trials [0.03%]
有商业出售的体感游戏和传统锻炼对儿童青少年执行功能影响的 meta 分析研究
Jinlong Wu,Zhuang Xu,Haowei Liu et al.
Jinlong Wu et al.
Background: Exergames are promising exercise tools for improving health. To the best of our knowledge, no systematic review has compared the effects of commercial exergames and conventional exercises on improving executiv...
Effects of Virtual Reality Pilates Training on Duration of Posture Maintenance and Flow in Young, Healthy Individuals: Randomized Crossover Trial [0.03%]
虚拟现实帕拉斯基训练对健康年轻人姿势维持时间和心流体验的影响:交叉随机对照试验
Sung Je Park,Jea Woog Lee
Sung Je Park
Background: This study explored the use of virtual reality (VR) technology to enhance the effectiveness and duration of low-intensity movements and postures in Pilates-derived exercises. We postulate that by leveraging th...
Playfulness and New Technologies in Hand Therapy for Children With Cerebral Palsy: Scoping Review [0.03%]
儿童脑瘫康复治疗中的趣味性与新兴技术:综述研究
Tamara Veronica Pinos Cisneros,Annette Brons,Ben Kröse et al.
Tamara Veronica Pinos Cisneros et al.
Background: Innovative technologies such as game consoles and smart toys used with games or playful approaches have proven to be successful and attractive in providing effective and motivating hand therapy for children wi...
An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study [0.03%]
基于暴露的视频游戏(Dr. Zoo)减少3至6岁儿童针头恐惧症:开发与混合方法试点研究
Pat Healy,Celine Lu,Jennifer S Silk et al.
Pat Healy et al.
Background: Needle phobia, which affects 19% of children aged 4 to 6 years, prevents many children from receiving necessary or preventive medical treatments. Digital interventions have been made to target needle phobia bu...
A Serious Game to Train Rhythmic Abilities in Children With Dyslexia: Feasibility and Usability Study [0.03%]
用于训练阅读障碍儿童节奏能力的严肃游戏的可行性和可用性研究
Francois Vonthron,Antoine Yuen,Hugues Pellerin et al.
Francois Vonthron et al.
Background: Rhythm perception and production are related to phonological awareness and reading performance, and rhythmic deficits have been reported in dyslexia. In addition, rhythm-based interventions can improve cogniti...
Effect of Voice and Articulation Parameters of a Home-Based Serious Game for Speech Therapy in Children With Articulation Disorder: Prospective Single-Arm Clinical Trial [0.03%]
基于家庭的言语治疗游戏的声音和发音参数对儿童构音障碍的影响:单组临床试验
Seong-Yeol Kim,Minji Song,Yunju Jo et al.
Seong-Yeol Kim et al.
Background: Articulation disorder decreases the clarity of language and causes a decrease in children's learning and social ability. The demand for non-face-to-face treatment is increasing owing to the limited number of t...
The Application of Fully Immersive Virtual Reality on Reminiscence Interventions for Older Adults: Scoping Review [0.03%]
老年人回忆干预中全沉浸虚拟现实的应用:概述性综述
Zhipeng Lu,Wenjin Wang,Wei Yan et al.
Zhipeng Lu et al.
Background: The increasing number of older adults with mental, behavioral, and memory challenges presents significant public health concerns. Reminiscence is one type of nonpharmacological intervention that can effectivel...
Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study [0.03%]
促进学龄前儿童食用蔬菜的数字游戏的制作与使用研究: usability研究报告
Sophie Bucher Della Torre,Marlene Lages,Sara S Dias et al.
Sophie Bucher Della Torre et al.
Background: Promoting healthy eating in children is key to preventing chronic diseases, and vegetable consumption is notably lower than recommended in this population. Among the interventions tested, gamification has show...