Virtual Reality Technology in Nursing Professional Skills Training: Bibliometric Analysis [0.03%]
护理专业技能训练中虚拟现实技术的 bibliometric 分析
Chengang Hong,Liping Wang
Chengang Hong
Background: Nursing professional skills training has undergone significant transformation due to the exponential growth of computer and medical technology. The innovative use of virtual reality (VR) in nursing education h...
Developing a Game (Inner Dragon) Within a Leading Smartphone App for Smoking Cessation: Design and Feasibility Evaluation Study [0.03%]
一种主流戒烟手机应用程序“戒烟帮手”中的游戏(内在之龙)设计和可行性评价研究
Justin S White,Marie K Salem,Séverine Toussaert et al.
Justin S White et al.
Background: Several stand-alone smartphone apps have used serious games to provide an engaging approach to quitting smoking. So far, the uptake of these games has been modest, and the evidence base for their efficacy in p...
Eating Behavior and Satiety With Virtual Reality Meals Compared With Real Meals: Randomized Crossover Study [0.03%]
虚拟现实餐食与真实餐食的进食行为和饱腹感对比研究:随机交叉试验
Alkyoni Glympi,Dorothy Odegi,Modjtaba Zandian et al.
Alkyoni Glympi et al.
Background: Eating disorders and obesity are serious health problems with poor treatment outcomes and high relapse rates despite well-established treatments. Several studies have suggested that virtual reality technology ...
Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study [0.03%]
游戏化和软技能评估在严肃游戏开发中的应用:设计与可行性试点研究
Luca Altomari,Natalia Altomari,Gianpaolo Iazzolino
Luca Altomari
Background: The advent of new technologies has had a profound impact on the labor market, transforming the way we work and interact with each other. With the rise of digital tools and platforms, gamification has emerged a...
Cognitive Training With Head-Mounted Display Virtual Reality in Neurorehabilitation: Pilot Randomized Controlled Trial [0.03%]
基于头戴式显示设备虚拟现实的认知训练在神经康复中的应用:探索性随机对照试验
Julian Specht,Barbara Stegmann,Hanna Gross et al.
Julian Specht et al.
Background: Neurological rehabilitation is technologically evolving rapidly, resulting in new treatments for patients. Stroke, one of the most prevalent conditions in neurorehabilitation, has been a particular focus in re...
Liu Kai,Wee Hoe Tan,Erni Marlina Saari
Liu Kai
Background: As the gaming industry grows around the world, playing pervasive games is becoming an important mode of entertainment. A pervasive game is one in which the game experience extends into the actual world or wher...
Impact of a Serious Game (#RedPingüiNO) to Reduce Facial Self-Touches and Prevent Exposure to Pathogens Transmitted via Hands: Quasi-Experimental Intervention [0.03%]
一种名为(#RedPingüiNO)的 serious game减少面部自触以预防经手传播病原体的试验干预研究的影响
Marta Arévalo-Baeza,Alejandro Viuda-Serrano,Carmen Juan-Llamas et al.
Marta Arévalo-Baeza et al.
Background: After the COVID-19 pandemic, society has become more aware of the importance of some basic hygienic habits to avoid exposure to pathogens transmitted via hands. Given that a high frequency of touching mucous m...
Comparison of Exergames Versus Conventional Exercises on the Health Benefits of Older Adults: Systematic Review With Meta-Analysis of Randomized Controlled Trials [0.03%]
运动体感游戏与传统运动对老年人健康效益的比较:随机对照试验的系统综述和荟萃分析
Xi Chen,Lina Wu,Hui Feng et al.
Xi Chen et al.
Background: Conventional exercises (CEs) can provide health benefits for older adults, but the long-term exercise adherence rate is low. As an emerging, stimulating, and self-motivating strategy, exergames (EGs) are defin...
Health Promotion in Popular Web-Based Community Games Among Young People: Proposals, Recommendations, and Applications [0.03%]
网络社区益智游戏中的健康促进:年轻人中的提议、建议和应用研究
Philippe Martin,Boris Chapoton,Aurélie Bourmaud et al.
Philippe Martin et al.
Background: Young people use digital technology on a daily basis and enjoy web-based games that promote social interactions among peers. These interactions in web-based communities can develop social knowledge and life sk...
Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic Review [0.03%]
含游戏组件的数字健康干预措施对2型糖尿病自我管理的影响:系统评价
Linda Ossenbrink,Tina Haase,Patrick Timpel et al.
Linda Ossenbrink et al.
Background: Games and game components have become a major trend in the realm of digital health research and practice as they are assumed to foster behavior change and thereby improve patient-reported and clinical outcomes...