The Change in Exergaming From Before to During the COVID-19 Pandemic Among Young Adults: Longitudinal Study [0.03%]
新冠肺炎疫情期间年轻人运动娱乐游戏的变化:纵向研究
Erin K OLoughlin,Catherine M Sabiston,Roxy H ORourke et al.
Erin K OLoughlin et al.
Background: Exergaming may be an important option to support an active lifestyle, especially during pandemics. Objective: Our objective...
Children and Young People's Involvement in Designing Applied Games: Scoping Review [0.03%]
儿童和年轻人参与设计干预游戏:综述研究
Michael John Saiger,Sebastian Deterding,Lina Gega
Michael John Saiger
Background: User involvement is widely accepted as key for designing effective applied games for health. This especially holds true for children and young people as target audiences, whose abilities, needs, and preference...
Evaluating the Utility of a Psychoeducational Serious Game (SPARX) in Protecting Inuit Youth From Depression: Pilot Randomized Controlled Trial [0.03%]
评估心理教育类严肃游戏(SPARX)在预防因纽特青年抑郁症方面的实用性:试点随机对照试验
Yvonne Bohr,Leah Litwin,Jeffrey Ryan Hankey et al.
Yvonne Bohr et al.
Background: Inuit youth in Northern Canada show considerable resilience in the face of extreme adversities. However, they also experience significant mental health needs and some of the highest adolescent suicide rates in...
A Gamified Real-time Video Observed Therapies (GRVOTS) Mobile App via the Modified Nominal Group Technique: Development and Validation Study [0.03%]
基于改良名义小组技术的实时视频观察疗法游戏化移动应用程序(GRVOTS)的研发与验证研究
Siti Aishah Abas,Nurhuda Ismail,Yuslina Zakaria et al.
Siti Aishah Abas et al.
Background: The success rate of tuberculosis (TB) treatment in Malaysia remains below the recommended World Health Organization target of 90% despite the implementation of directly observed therapy, short-course, a physic...
Vertical Integration of Electronic Health Records in Medical Consortiums: Dynamic Modeling Approach Based on the Evolutionary Game Theory [0.03%]
基于进化博弈论的医疗集团电子健康档案纵向整合动态模型研究
Shenghu Tian,Yu Chen
Shenghu Tian
Background: China has continuously issued policies to speed up the interconnection, mutual recognition, sharing of medical information systems, and data integration management across regions and institutions. However, the...
Research Status and Emerging Trends in Virtual Reality Rehabilitation: Bibliometric and Knowledge Graph Study [0.03%]
基于文献计量和知识图的虚拟现实康复研究现状与新兴趋势分析
Ting Fan,Xiaobei Wang,Xiaoxi Song et al.
Ting Fan et al.
Background: Virtual reality (VR) technology has been widely used in rehabilitation training because of its immersive, interactive, and imaginative features. A comprehensive bibliometric review is required to help research...
A Software Engineering Framework for Reusable Design of Personalized Serious Games for Health: Development Study [0.03%]
一种可复用于健康个性化 serious games 设计的软件工程框架:发展型研究
Stéphanie Carlier,Vince Naessens,Femke De Backere et al.
Stéphanie Carlier et al.
Background: The use of serious games in health care is on the rise, as these games motivate treatment adherence, reduce treatment costs, and educate patients and families. However, current serious games fail to offer pers...
Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke [0.03%]
Negami应用——中风后空间忽略症的增强现实治疗工具
Britta Stammler,Kathrin Flammer,Thomas Schuster et al.
Britta Stammler et al.
Background: A widely applied and effective rehabilitation method for patients experiencing spatial neglect after a stroke is "visual exploration training." Patients improve their ipsilesional bias of attention and orienta...
A Serious Game About Hematology for Health Care Workers (SUPER HEMO): Development and Validation Study [0.03%]
一项关于血液学的严肃游戏(SUPER HEMO)的发展与验证研究
Julien Perrin,Amélie Meeus,Julien Broseus et al.
Julien Perrin et al.
Background: Complete blood count (CBC) and hemostatic screening tests are among the most commonly prescribed blood tests worldwide. All health care workers (nurse practitioners, pharmacists, dentists, midwives, and physic...
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: ...