Liu Kai,Wee Hoe Tan,Erni Marlina Saari
Liu Kai
Background: As the gaming industry grows around the world, playing pervasive games is becoming an important mode of entertainment. A pervasive game is one in which the game experience extends into the actual world or wher...
Impact of a Serious Game (#RedPingüiNO) to Reduce Facial Self-Touches and Prevent Exposure to Pathogens Transmitted via Hands: Quasi-Experimental Intervention [0.03%]
一种名为(#RedPingüiNO)的 serious game减少面部自触以预防经手传播病原体的试验干预研究的影响
Marta Arévalo-Baeza,Alejandro Viuda-Serrano,Carmen Juan-Llamas et al.
Marta Arévalo-Baeza et al.
Background: After the COVID-19 pandemic, society has become more aware of the importance of some basic hygienic habits to avoid exposure to pathogens transmitted via hands. Given that a high frequency of touching mucous m...
Comparison of Exergames Versus Conventional Exercises on the Health Benefits of Older Adults: Systematic Review With Meta-Analysis of Randomized Controlled Trials [0.03%]
运动体感游戏与传统运动对老年人健康效益的比较:随机对照试验的系统综述和荟萃分析
Xi Chen,Lina Wu,Hui Feng et al.
Xi Chen et al.
Background: Conventional exercises (CEs) can provide health benefits for older adults, but the long-term exercise adherence rate is low. As an emerging, stimulating, and self-motivating strategy, exergames (EGs) are defin...
Health Promotion in Popular Web-Based Community Games Among Young People: Proposals, Recommendations, and Applications [0.03%]
网络社区益智游戏中的健康促进:年轻人中的提议、建议和应用研究
Philippe Martin,Boris Chapoton,Aurélie Bourmaud et al.
Philippe Martin et al.
Background: Young people use digital technology on a daily basis and enjoy web-based games that promote social interactions among peers. These interactions in web-based communities can develop social knowledge and life sk...
Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic Review [0.03%]
含游戏组件的数字健康干预措施对2型糖尿病自我管理的影响:系统评价
Linda Ossenbrink,Tina Haase,Patrick Timpel et al.
Linda Ossenbrink et al.
Background: Games and game components have become a major trend in the realm of digital health research and practice as they are assumed to foster behavior change and thereby improve patient-reported and clinical outcomes...
Computerized Block Games for Automated Cognitive Assessment: Development and Evaluation Study [0.03%]
基于积木游戏的自动化认知评估系统研发与测评研究
Xiangyi Cheng,Grover C Gilmore,Alan J Lerner et al.
Xiangyi Cheng et al.
Background: Cognitive assessment using tangible objects can measure fine motor and hand-eye coordination skills along with other cognitive domains. Administering such tests is often expensive, labor-intensive, and error p...
Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok's Millennials With Depressive Symptoms: Interdisciplinary Game Development [0.03%]
面向曼谷患有抑郁症状的千禧一代在智能手机上进行认知行为疗法游戏化:跨学科游戏开发
Poe Sriwatanathamma,Veerawat Sirivesmas,Sone Simatrang et al.
Poe Sriwatanathamma et al.
Background: There is serious concern over the annual increase in depressive symptoms among millennials in Bangkok, Thailand. Their daily routine revolves around the use of their smartphones for work and leisure. Although ...
The Effects of Exergaming on Attention in Children With Attention Deficit/Hyperactivity Disorder: Randomized Controlled Trial [0.03%]
关于注意力缺陷多动障碍儿童注意功能的运动视频游戏随机对照试验研究
HongQing Ji,Shanshan Wu,Junyeon Won et al.
HongQing Ji et al.
Background: Despite growing evidence showing the effects of exercise and cognitive trainings on enhancing attention, little is known about the combined effects of exergame on attention in children with attention deficit/h...
Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study [0.03%]
基于认知偏差修正和习得性无助范式的严肃游戏治疗抑郁的设计与可接受性研究
Arka Ghosh,Jagriti Agnihotri,Sradha Bhalotia et al.
Arka Ghosh et al.
Background: Depression is a debilitating mental health disorder, with a large treatment gap. Recent years have seen a surge in digital interventions to bridge this treatment gap. Most of these interventions are based on c...
Serious Game for the Screening of Central Auditory Processing Disorder in School-Age Children: Development and Validation Study [0.03%]
学龄儿童中枢听觉处理障碍筛查类严肃游戏的开发与验证研究
Ana-Marta Gabaldón-Pérez,María Dolón-Poza,Martina Eckert et al.
Ana-Marta Gabaldón-Pérez et al.
Background: Currently, many central auditory processing disorder screening tests are available for children, and serious games (SGs) are frequently used as a tool for the diagnosis of different neural deficits and disorde...