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: ...
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....