Computerized Block Games for Automated Cognitive Assessment: Development and Evaluation Study [0.03%]
基于积木游戏的自动化认知评估系统研发与测评研究
Xiangyi Cheng,Grover C Gilmore,Alan J Lerner et al.
Xiangyi Cheng et al.
Background: Cognitive assessment using tangible objects can measure fine motor and hand-eye coordination skills along with other cognitive domains. Administering such tests is often expensive, labor-intensive, and error p...
Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok's Millennials With Depressive Symptoms: Interdisciplinary Game Development [0.03%]
面向曼谷患有抑郁症状的千禧一代在智能手机上进行认知行为疗法游戏化:跨学科游戏开发
Poe Sriwatanathamma,Veerawat Sirivesmas,Sone Simatrang et al.
Poe Sriwatanathamma et al.
Background: There is serious concern over the annual increase in depressive symptoms among millennials in Bangkok, Thailand. Their daily routine revolves around the use of their smartphones for work and leisure. Although ...
The Effects of Exergaming on Attention in Children With Attention Deficit/Hyperactivity Disorder: Randomized Controlled Trial [0.03%]
关于注意力缺陷多动障碍儿童注意功能的运动视频游戏随机对照试验研究
HongQing Ji,Shanshan Wu,Junyeon Won et al.
HongQing Ji et al.
Background: Despite growing evidence showing the effects of exercise and cognitive trainings on enhancing attention, little is known about the combined effects of exergame on attention in children with attention deficit/h...
Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study [0.03%]
基于认知偏差修正和习得性无助范式的严肃游戏治疗抑郁的设计与可接受性研究
Arka Ghosh,Jagriti Agnihotri,Sradha Bhalotia et al.
Arka Ghosh et al.
Background: Depression is a debilitating mental health disorder, with a large treatment gap. Recent years have seen a surge in digital interventions to bridge this treatment gap. Most of these interventions are based on c...
Serious Game for the Screening of Central Auditory Processing Disorder in School-Age Children: Development and Validation Study [0.03%]
学龄儿童中枢听觉处理障碍筛查类严肃游戏的开发与验证研究
Ana-Marta Gabaldón-Pérez,María Dolón-Poza,Martina Eckert et al.
Ana-Marta Gabaldón-Pérez et al.
Background: Currently, many central auditory processing disorder screening tests are available for children, and serious games (SGs) are frequently used as a tool for the diagnosis of different neural deficits and disorde...
Effects of Exergaming on Musculoskeletal Pain in Older Adults: Systematic Review and Meta-analysis [0.03%]
关于体感游戏对老年人肌肉骨骼疼痛影响的系统评价和meta分析
Nan Mo,Jin Yu Feng,Hai Xia Liu et al.
Nan Mo et al.
Background: Exercise is effective for musculoskeletal pain. However, physical, social, and environmental factors make it difficult for older adults to persist in exercising. Exergaming is a new pathway that combines exerc...
Effectiveness of a Personalized, Chess-Based Training Serious Video Game in the Treatment of Adolescents and Young Adults With Attention-Deficit/Hyperactivity Disorder: Randomized Controlled Trial [0.03%]
基于国际象棋的个性化训练 serious 视频游戏治疗注意力缺陷多动障碍青少年和年轻人的有效性:随机对照试验
María Rodrigo-Yanguas,Marina Martín-Moratinos,Carlos González-Tardón et al.
María Rodrigo-Yanguas et al.
Background: Compared with traditional approaches, gaming strategies are promising interventions for the treatment of attention-deficit/hyperactivity disorder (ADHD). We developed a serious game, The Secret Trail of Moon (...
A Conceptual Framework (2D-ME) for Explaining Self-first and Self-third Person Views of Prototyping Dynamics in Serious Games Design: Experimental Case Study [0.03%]
一种解释严肃游戏设计中自居第一视角和自居第三人称视角的概念框架(2d-me):实验案例研究
Sofia Hadjileontiadou,Sofia B Dias,Leontios Hadjileontiadis
Sofia Hadjileontiadou
Background: Design dynamics that evolve during a designer's prototyping process encapsulate important insights about the way the designer is using his or her knowledge, creativity, and reflective thinking. Nevertheless, t...
Design Preferences for a Serious Game-Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis [0.03%]
基于 serious game 的老年人在押人员认知评估的设计偏好:主题分析
Rhys Mantell,Adrienne Withall,Kylie Radford et al.
Rhys Mantell et al.
Background: Serious games have the potential to transform the field of cognitive assessment. The use of serious game-based cognitive assessments in prison environments is particularly exciting. This is because interventio...
Appropriate Image Selection With Virtual Reality in Vestibular Rehabilitation: Cross-sectional Study [0.03%]
基于虚拟现实的前庭康复中的适当图像选择:横断面研究
Kerem Ersin,Emre Gürlek,Hakan Güler et al.
Kerem Ersin et al.
Background: While vestibular rehabilitation with virtual reality (VR) is becoming more popular every day, the disadvantages of this method are not yet clear. ...