Effects of Exergaming on Musculoskeletal Pain in Older Adults: Systematic Review and Meta-analysis [0.03%]
关于体感游戏对老年人肌肉骨骼疼痛影响的系统评价和meta分析
Nan Mo,Jin Yu Feng,Hai Xia Liu et al.
Nan Mo et al.
Background: Exercise is effective for musculoskeletal pain. However, physical, social, and environmental factors make it difficult for older adults to persist in exercising. Exergaming is a new pathway that combines exerc...
Effectiveness of a Personalized, Chess-Based Training Serious Video Game in the Treatment of Adolescents and Young Adults With Attention-Deficit/Hyperactivity Disorder: Randomized Controlled Trial [0.03%]
基于国际象棋的个性化训练 serious 视频游戏治疗注意力缺陷多动障碍青少年和年轻人的有效性:随机对照试验
María Rodrigo-Yanguas,Marina Martín-Moratinos,Carlos González-Tardón et al.
María Rodrigo-Yanguas et al.
Background: Compared with traditional approaches, gaming strategies are promising interventions for the treatment of attention-deficit/hyperactivity disorder (ADHD). We developed a serious game, The Secret Trail of Moon (...
A Conceptual Framework (2D-ME) for Explaining Self-first and Self-third Person Views of Prototyping Dynamics in Serious Games Design: Experimental Case Study [0.03%]
一种解释严肃游戏设计中自居第一视角和自居第三人称视角的概念框架(2d-me):实验案例研究
Sofia Hadjileontiadou,Sofia B Dias,Leontios Hadjileontiadis
Sofia Hadjileontiadou
Background: Design dynamics that evolve during a designer's prototyping process encapsulate important insights about the way the designer is using his or her knowledge, creativity, and reflective thinking. Nevertheless, t...
Design Preferences for a Serious Game-Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis [0.03%]
基于 serious game 的老年人在押人员认知评估的设计偏好:主题分析
Rhys Mantell,Adrienne Withall,Kylie Radford et al.
Rhys Mantell et al.
Background: Serious games have the potential to transform the field of cognitive assessment. The use of serious game-based cognitive assessments in prison environments is particularly exciting. This is because interventio...
Appropriate Image Selection With Virtual Reality in Vestibular Rehabilitation: Cross-sectional Study [0.03%]
基于虚拟现实的前庭康复中的适当图像选择:横断面研究
Kerem Ersin,Emre Gürlek,Hakan Güler et al.
Kerem Ersin et al.
Background: While vestibular rehabilitation with virtual reality (VR) is becoming more popular every day, the disadvantages of this method are not yet clear. ...
Co-design of a Virtual Reality Cognitive Remediation Program for Depression (bWell-D) With Patient End Users and Clinicians: Qualitative Interview Study Among Patients and Clinicians [0.03%]
抑郁症认知康复虚拟现实程序(bWell-D)的联合设计:患者及临床医生定性访谈研究
Maria Elena Hernandez Hernandez,Erin Michalak,Nusrat Choudhury et al.
Maria Elena Hernandez Hernandez et al.
Background: Major depressive disorder (MDD) is the leading cause of global disability; however, the existing treatments do not always address cognitive dysfunction-a core feature of MDD. Immersive virtual reality (VR) has...
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...