An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study [0.03%]
基于暴露的视频游戏(Dr. Zoo)减少3至6岁儿童针头恐惧症:开发与混合方法试点研究
Pat Healy,Celine Lu,Jennifer S Silk et al.
Pat Healy et al.
Background: Needle phobia, which affects 19% of children aged 4 to 6 years, prevents many children from receiving necessary or preventive medical treatments. Digital interventions have been made to target needle phobia bu...
A Serious Game to Train Rhythmic Abilities in Children With Dyslexia: Feasibility and Usability Study [0.03%]
用于训练阅读障碍儿童节奏能力的严肃游戏的可行性和可用性研究
Francois Vonthron,Antoine Yuen,Hugues Pellerin et al.
Francois Vonthron et al.
Background: Rhythm perception and production are related to phonological awareness and reading performance, and rhythmic deficits have been reported in dyslexia. In addition, rhythm-based interventions can improve cogniti...
Effect of Voice and Articulation Parameters of a Home-Based Serious Game for Speech Therapy in Children With Articulation Disorder: Prospective Single-Arm Clinical Trial [0.03%]
基于家庭的言语治疗游戏的声音和发音参数对儿童构音障碍的影响:单组临床试验
Seong-Yeol Kim,Minji Song,Yunju Jo et al.
Seong-Yeol Kim et al.
Background: Articulation disorder decreases the clarity of language and causes a decrease in children's learning and social ability. The demand for non-face-to-face treatment is increasing owing to the limited number of t...
The Application of Fully Immersive Virtual Reality on Reminiscence Interventions for Older Adults: Scoping Review [0.03%]
老年人回忆干预中全沉浸虚拟现实的应用:概述性综述
Zhipeng Lu,Wenjin Wang,Wei Yan et al.
Zhipeng Lu et al.
Background: The increasing number of older adults with mental, behavioral, and memory challenges presents significant public health concerns. Reminiscence is one type of nonpharmacological intervention that can effectivel...
Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study [0.03%]
促进学龄前儿童食用蔬菜的数字游戏的制作与使用研究: usability研究报告
Sophie Bucher Della Torre,Marlene Lages,Sara S Dias et al.
Sophie Bucher Della Torre et al.
Background: Promoting healthy eating in children is key to preventing chronic diseases, and vegetable consumption is notably lower than recommended in this population. Among the interventions tested, gamification has show...
Effectiveness of a 5 weeks telerehabilitation programme with virtual reality glasses in boys with Duchenne and Becker during the COVID-19: A clinical trial [0.03%]
为期5周的远程康复结合虚拟现实眼镜对COVID-19疫情期间DMD和BMD患儿疗效:一项临床试验研究
Rosa Baeza Barragan,Maria Teresa Labajos Manzanares,Mercedes Cristina Amaya Álvarez et al.
Rosa Baeza Barragan et al.
Background: Duchenne and Becker muscular dystrophy (from now "DMD" and "BMD" respectively) are the neuromuscular diseases with the most significant involvement in children. It affects dystrophin production, reducing the p...
Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial [0.03%]
基于虚拟现实的严肃游戏和基于讲座的生命支持培训随机对照试验效果比较研究
Mehmet Emin Aksoy,Arun Ekin Özkan,Dilek Kitapcioglu et al.
Mehmet Emin Aksoy et al.
Background: Simulation-based Advanced Cardiac Life Support (ACLS) or Advanced Life Support (ALS) training for health care professionals is important worldwide for saving lives. Virtual reality (VR)-based serious gaming ca...
Effects of Serious Games for Patients With Chronic Obstructive Pulmonary Disease: Systematic Literature Review [0.03%]
慢性阻塞性肺疾病患者的游戏疗法效果:系统文献综述
Houqiang Huang,Min Huang,Qi Chen et al.
Houqiang Huang et al.
Background: The use of serious games for rehabilitation has been an emerging intervention in health care fields, referred to as an entertaining and positive activity. Although related studies have been conducted on patien...
Gloria Mittmann,Vanessa Zehetner,Stefanie Hoehl et al.
Gloria Mittmann et al.
Background: Augmented reality (AR) has emerged as a promising technology in educational settings owing to its engaging nature. However, apart from applications aimed at the autism spectrum disorder population, the potenti...
Parents' Perceptions of a Serious Game for Educating Families on Prescription Opioid Safety: Qualitative Pilot Study of MedSMARxT: Adventures in PharmaCity [0.03%]
父母对教育家庭认识处方阿片类药物安全的 serious game 的认知感知:MedSMARxT:药都历险记的质性试点研究
Olufunmilola Abraham,Grace Ann Nixon,Laura Louise Seitz
Olufunmilola Abraham
Background: Opioid misuse is a pervasive, worsening problem that affects the health of people throughout the United States, including adolescents. There are few adolescent-focused interventions designed to educate them ab...