Measured and Perceived Exercise Intensity During the Performance of Single-Task, Cognitive-Motor Dual-Task, and Exergame Training: Transversal Study [0.03%]
单任务、认知运动双任务和体感游戏训练过程中锻炼强度的客观与主观感知:横断面研究
Matthieu Gallou-Guyot,Anaick Perrochon,Romain Marie et al.
Matthieu Gallou-Guyot et al.
Background: The physical and cognitive loads borne during exergaming may differ from more conventional cognitive-motor dual-task trainings. Objective: ...
Engagement With Gamification Elements in a Smoking Cessation App and Short-term Smoking Abstinence: Quantitative Assessment [0.03%]
一种戒烟应用程序中的游戏化元素互动及其短期不吸烟情况:量化评估
Nikita B Rajani,Luz Bustamante,Dominik Weth et al.
Nikita B Rajani et al.
Background: Gamification in smoking cessation apps has been found to improve cognitive outcomes associated with higher odds of quitting. Although some research has shown that gamification can also positively impact behavi...
Time to Think "Meta": A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health [0.03%]
是时候进行"元"思考:对虚拟世界对精神健康的风险和益处的批判性观点
Vincent Paquin,Manuela Ferrari,Harmehr Sekhon et al.
Vincent Paquin et al.
The metaverse is gaining traction in the general population and has become a priority of the technological industry. Defined as persistent virtual worlds that exist in virtual or augmented reality, the metaverse proposes to afford a range o...
Advantages of a Training Course for Surgical Planning in Virtual Reality for Oral and Maxillofacial Surgery: Crossover Study [0.03%]
口腔和颌面外科虚拟现实手术规划培训课程的优势:交叉研究
Max Ulbrich,Vincent Van den Bosch,Andrea Bönsch et al.
Max Ulbrich et al.
Background: As an integral part of computer-assisted surgery, virtual surgical planning (VSP) leads to significantly better surgery results, such as for oral and maxillofacial reconstruction with microvascular grafts of t...
A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy [0.03%]
安全的学习场所:gameChange虚拟现实疗法的同龄人研究定性调查
Jessica Bond,Alexandra Kenny,Vanessa Pinfold et al.
Jessica Bond et al.
Background: Automated virtual reality (VR) therapy has the potential to substantially increase access to evidence-based psychological treatments. The results of a multicenter randomized controlled trial showed that gameCh...
Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study [0.03%]
游戏设备在中国网络游戏障碍中的作用:横断面研究
Yifan Li,Ying Tang,Shucai Huang et al.
Yifan Li et al.
Background: Chinese gamers use computer and mobile phone games widely. Consequently, concerns regarding the development of internet gaming disorder (IGD) in adolescents have been raised. However, only a few studies have f...
Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment [0.03%]
虚拟现实游戏在心理压力和抑郁治疗中的偏好:间断选择实验
Shan Jin,Zijian Tan,Taoran Liu et al.
Shan Jin et al.
Background: Virtual reality (VR) can be used to build many different scenes aimed at reducing study-related stress. However, only few academic experiments on university students for preference testing have been performed....
Finding Effective Adjustment Levels for Upper Limb Exergames: Focus Group Study With Children With Physical Disabilities [0.03%]
上肢运动游戏的有效调节水平研究:有身体残疾的儿童的焦点小组研究
Martina Eckert,Beatriz Domingo Soria,Noelia Terroso Gil
Martina Eckert
Background: We developed the Blexer system consisting of a database and a web interface for therapists that can host different types of adaptive and personally configurable virtual reality exergames based on Kinect (Micro...
Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games [0.03%]
疫情时期的电子游戏:COVID-19主题严肃游戏的系统概述
Tjaša Kermavnar,Valentijn T Visch,Pieter M A Desmet
Tjaša Kermavnar
Background: The COVID-19 pandemic introduced an urgent need for effective strategies to disseminate crucial knowledge and improve people's subjective well-being. Complementing more conventional approaches to knowledge dis...
Impact of Gamification on Consumers' Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments [0.03%]
游戏化在关联公益营销项目中对消费者偏好影响的组间实验研究
Yanhe Li,Yanchen Li,Xiu Zhou et al.
Yanhe Li et al.
Background: Successful cause-related marketing (CRM) campaigns can help companies stand out from their competitors; however, CRM may not have pleasant outcomes, even if it receives substantial investment. ...