Short- to Long-Term Effects of Virtual Reality on Motor Skill Learning in Children With Cerebral Palsy: Systematic Review and Meta-Analysis [0.03%]
虚拟现实对脑瘫儿童运动技能学习短期和长期影响的系统评价和荟萃分析
Seyma Kilcioglu,Benoît Schiltz,Rodrigo Araneda et al.
Seyma Kilcioglu et al.
Background: Many studies have started integrating virtual reality (VR) into neurorehabilitation for children with cerebral palsy (CP). The results of the effects of VR on motor skill learning, including the short- to long...
The Success of Serious Games and Gamified Systems in HIV Prevention and Care: Scoping Review [0.03%]
游戏与实景游戏系统在艾滋病预防和护理方面的成功:综述研究
Waritsara Jitmun,Patison Palee,Noppon Choosri et al.
Waritsara Jitmun et al.
Background: AIDS, which is caused by HIV, has long been one of the most significant global public health issues. Since the beginning of the HIV epidemic, various types of nonelectronic communication tools have been common...
The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment [0.03%]
基于游戏的数字心理健康干预的发展:弥合保健和娱乐模式之间的差距
Lauri Lukka,J Matias Palva
Lauri Lukka
Game elements are increasingly used to improve user engagement in digital mental health interventions, and specific game mechanics may yield therapeutic effects per se and thereby contribute to digital mental health intervention efficacy. H...
Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures: Mixed Methods Study [0.03%]
基于头戴式虚拟现实的学习临床程序的设计与评估:混合研究方法试验
Siew Tiang Lau,Rosalind Chiew Jiat Siah,Khairul Dzakirin Bin Rusli et al.
Siew Tiang Lau et al.
Background: The capacity of health care professionals to perform clinical procedures safely and competently is crucial as it will directly impact patients' outcomes. Given the ability of head-mounted virtual reality to si...
A Serious Game to Self-Regulate Heart Rate Variability as a Technique to Manage Arousal Level Through Cardiorespiratory Biofeedback: Development and Pilot Evaluation Study [0.03%]
通过心肺生物反馈调节唤醒水平的严肃游戏化心率变异性自助调节:发展与初步评价研究
Tony Estrella,Carla Alfonso,Juan Ramos-Castro et al.
Tony Estrella et al.
Background: Heart rate variability biofeedback (HRVB) is an established intervention for increasing heart rate variability (HRV) in the clinical context. Using this technique, participants become aware of their HRV throug...
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...