Electronic Interactive Games for Glycemic Control in Individuals With Diabetes: Systematic Review and Meta-Analysis [0.03%]
电子互动游戏在糖尿病患者血糖控制中的应用:系统回顾和荟萃分析
WenQi Yao,YiBing Han,Li Yang et al.
WenQi Yao et al.
Background: Several electronic interventions have been used to improve glycemic control in patients with diabetes. Electronic interactive games specific to physical activity are available, but it is unclear if these are e...
A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study [0.03%]
结合简单心理健康和幸福理念的新型 casual video game (匹配表情符号)的混合方法可行性研究
Russell Pine,James Mbinta,Lisa Te Morenga et al.
Russell Pine et al.
Background: Adolescence is a crucial phase for early intervention and prevention of mental health problems. Casual video games are popular and have promise as a novel mechanism for reaching young people, but this potentia...
Virtual Reality Therapy for the Management of Chronic Spinal Pain: Systematic Review and Meta-Analysis [0.03%]
虚拟现实疗法在慢性脊柱疼痛管理中的应用:系统评价和元分析
Tongtong Zhang,Xin Li,Xuan Zhou et al.
Tongtong Zhang et al.
Background: The effectiveness of virtual reality (VR) therapy in adults with chronic spinal pain (CSP) is unclear. Objective: This stud...
An Augmented Reality Serious Game for Children's Optical Science Education: Randomized Controlled Trial [0.03%]
用于儿童光学科学教育的增强现实严肃游戏:随机对照试验
Bo Liu,Xinyue Wan,Xiaofang Li et al.
Bo Liu et al.
Background: Knowledge construction in the context of children's science education is an important part of fostering the development of early scientific literacy. Nevertheless, children sometimes struggle to comprehend sci...
The Effects of Serious Games on Cardiopulmonary Resuscitation Training and Education: Systematic Review With Meta-Analysis of Randomized Controlled Trials [0.03%]
严肃游戏对心肺复苏培训和教育的影响:随机对照试验的系统评价及元分析
Pengfei Cheng,Yangxi Huang,Pengyu Yang et al.
Pengfei Cheng et al.
Background: Serious games have emerged as an innovative educational strategy with the potential to significantly enhance the quality and effectiveness of cardiopulmonary resuscitation (CPR) training. Despite their promise...
Health Care Professional-Supported Co-Design of a Mime Therapy-Based Serious Game for Facial Rehabilitation [0.03%]
基于 mime 疗法的面部康复严肃游戏的设计: healthcare 专业人士参与的支持性合作设计过程
Daniel Lima Sousa,Silmar Teixeira,José Everton Fontenele et al.
Daniel Lima Sousa et al.
This research letter presents the co-design process for RG4Face, a mime therapy-based serious game that uses computer vision for human facial movement recognition and estimation to help health care professionals and patients in the facial r...
A Home-Based Exercise Program With Active Video Games for Balance, Motor Proficiency, Foot and Ankle Ability, and Intrinsic Motivation in Children With Chronic Ankle Instability: Feasibility Randomized Controlled Trial [0.03%]
慢性踝关节不稳儿童的家庭主动电子游戏运动方案对于平衡,运动能力,足部和踝关节机能以及内在动机的影响:可行性随机对照试验
Janya Chuadthong,Raweewan Lekskulchai,Claire Hiller et al.
Janya Chuadthong et al.
Background: Children with chronic ankle instability (CAI) frequently experience ankle unsteadiness, causing trips, falls, and ankle sprain injuries resulting in poor quality of life. A specific exercise program focused on...
The Role of AI in Serious Games and Gamification for Health: Scoping Review [0.03%]
人工智能在健康领域严肃游戏和游戏化中的作用:范围审查
Daniel Tolks,Johannes Jeremy Schmidt,Sebastian Kuhn
Daniel Tolks
Background: Artificial intelligence (AI) and game-based methods such as serious games or gamification are both emerging technologies and methodologies in health care. The merging of the two could provide greater advantage...
Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study [0.03%]
迭代设计方法指导下用于上肢中风康复的虚拟现实运动游戏设计:易用性研究
Julian Felipe Villada Castillo,Maria Fernanda Montoya Vega,John Edison Muñoz Cardona et al.
Julian Felipe Villada Castillo et al.
Background: Since the early 2000s, there has been a growing interest in using exercise video games (exergames) and virtual reality (VR)-based interventions as innovative methods to enhance physical rehabilitation for indi...
Digital Interventions for Stress Among Frontline Health Care Workers: Results From a Pilot Feasibility Cohort Trial [0.03%]
针对前线医护人员的压力进行数字干预:一项试点可行性的队列试验的结果
Caroline W Espinola,Binh Nguyen,Andrei Torres et al.
Caroline W Espinola et al.
Background: The COVID-19 pandemic has challenged the mental health of health care workers, increasing the rates of stress, moral distress (MD), and moral injury (MI). Virtual reality (VR) is a useful tool for studying MD ...