Effects of a Virtual Reality Cycling Platform on Lower Limb Rehabilitation in Patients With Ataxia and Hemiparesis: Pilot Randomized Controlled Trial [0.03%]
虚拟现实自行车平台对共济失调和偏瘫患者的下肢康复的影响:初步随机对照试验
Ana Rojo,Arantxa Castrillo Calvillo,Cristina López et al.
Ana Rojo et al.
Background: New interventions based on motor learning principles and neural plasticity have been tested among patients with ataxia and hemiparesis. Therapies of pedaling exercises have also shown their potential to induce...
Correction: Effects of Commercial Exergames and Conventional Exercises on Improving Executive Functions in Children and Adolescents: Meta-Analysis of Randomized Controlled Trials [0.03%]
更正:商业运动游戏和传统运动对儿童和青少年执行功能改善的影响:随机对照试验的元分析
Jinlong Wu,Zhuang Xu,Haowei Liu et al.
Jinlong Wu et al.
[This corrects the article DOI: .]. ©Jinlong Wu, Zhuang Xu, Haowei Liu, Xiaoke Chen, Li Huang, Qiuqiong Shi, Linman Weng, Yemeng Ji, Hao Zeng, Li Peng. ...
Published Erratum
JMIR serious games. 2023 Dec 28:11:e55167. DOI:10.2196/55167 2023
The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review [0.03%]
慢性疾病患者自我管理中游戏化的应用:范围综述
Xiting Huang,Xinyue Xiang,Yang Liu et al.
Xiting Huang et al.
Background: Chronic disease self-management is a public health issue of worldwide concern, and gamification is an emerging strategy to improve patients' participation in chronic disease self-management. Some studies have ...
Co-Design of a Virtual Reality Multiplayer Adventure Game for Adolescents With Autism Spectrum Disorder: Mixed Methods Study [0.03%]
面向自闭症青少年的多人虚拟现实冒险游戏的设计研究:混合研究方法研究
Silvia Gabrielli,Melanie Cristofolini,Marco Dianti et al.
Silvia Gabrielli et al.
Background: Virtual reality (VR) adventure games can offer ideal technological solutions for training social skills in adolescents with autism spectrum disorder (ASD), leveraging their support for multisensory and multipl...
Effectiveness of a Game-Based Mobile App for Educating Intensive Critical Care Specialist Nurses in Extracorporeal Membrane Oxygenation Pipeline Preflushing: Quasi-Experimental Trial [0.03%]
基于游戏的移动应用程序教育重症护理专家护士在外膜氧合管道预冲洗方面的有效性:准实验试验
Zihan Wang,Ruting Gu,Jingyuan Wang et al.
Zihan Wang et al.
Background: In the context of training specialist nurses and nursing education, a game-based mobile app was used as a simulation to teach intensive critical care specialist nurses the knowledge and skills of extracorporea...
TACTICS VR Stroke Telehealth Virtual Reality Training for Health Care Professionals Involved in Stroke Management at Telestroke Spoke Hospitals: Module Design and Implementation Study [0.03%]
用于治疗卒中远程医疗的虚拟现实培训(TACTICS VR):卒中管理医护人员(远程卒中服务中心医院)的设计与实施研究
Steven Maltby,Carlos Garcia-Esperon,Kate Jackson et al.
Steven Maltby et al.
Background: Stroke management in rural areas is more variable and there is less access to reperfusion therapies, when compared with metropolitan areas. Delays in treatment contribute to worse patient outcomes. To improve ...
Effects of a Preventive Mental Health Curriculum Embedded Into a Scholarly Gaming Course on Adolescent Self-Esteem: Prospective Matched Pairs Experiment [0.03%]
融入游戏课程中的预防性心理健康课程对青少年自尊的影响:前瞻性配对实验
Christopher Jenson,Sharon Fitzgerald Wolff,Libby Matile Milkovich
Christopher Jenson
Background: Positive self-esteem predicts happiness and well-being and serves as a protective factor for favorable mental health. Scholarly gaming within the school setting may serve as a channel to deliver a mental healt...
The Multidomain Metaverse Cancer Care Digital Platform: Development and Usability Study [0.03%]
面向癌症护理的多领域元宇宙数字平台研发及使用性研究
Sunghak Kim,Timothy Jung,Dae Kyung Sohn et al.
Sunghak Kim et al.
Background: As cancer treatment methods have diversified and the importance of self-management, which lowers the dependence rate on direct hospital visits, has increased, effective cancer care education and management for...
Virtual Reality in Clinical Nursing Practice Over the Past 10 Years: Umbrella Review of Meta-Analyses [0.03%]
过去十年临床护理实践中的虚拟现实:Meta分析的伞式回顾
Yanjie Hu,Xingzhu Yuan,Peiling Ye et al.
Yanjie Hu et al.
Background: Virtual reality (VR) has shown promising levels of effectiveness in nursing education, pain management, and rehabilitation. However, meta-analyses have discussed the effects of VR usage in nursing unilaterally...
Effects of a Gamified Agent-Based System for Personalized Elderly Care: Pilot Usability Study [0.03%]
游戏化智能体基于系统的个性化老年护理效果:初步可用性研究
Diogo Martinho,Vítor Crista,João Carneiro et al.
Diogo Martinho et al.
Background: The global percentage of older people has increased significantly over the last decades. Information and communication technologies have become essential to develop and motivate them to pursue healthier ways o...