User Experience of a Virtual Reality-Based Treadmill for Children With a Chronic Disease Affecting Physical Health: Cross-Sectional Feasibility Study [0.03%]
面向患有影响身体健康的慢性病的儿童的虚拟现实跑台系统用户研究:横断面实用性研究
Capucine Hennequin,Lena Carcreff,Adélie Christiaens et al.
Capucine Hennequin et al.
Background: For children with chronic conditions affecting physical health and who require long-term care, the use of a connected treadmill for gait training as part of a home program can be a way to promote motivation in...
Reciprocal Within-Person Dynamics Between Internet Gaming Disorder Symptoms, Physical Activity, and Loneliness Among Chinese Adolescent Gamers: Three-Wave Prospective Cohort Study [0.03%]
中国青少年玩家网络游戏成瘾症状、身体活动和孤独感的互惠变化:三阶段前瞻队列研究
Chang Hu,Xuan Meng,Xi Wang et al.
Chang Hu et al.
Background: Problematic gaming and internet gaming disorder (IGD) symptoms are prevalent in adolescence, yet the longitudinal interplay between physical activity (PA), loneliness, and IGD symptoms, as well as potential se...
Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry [0.03%]
游戏化是促进健康行为改变的新万能药吗?对健康和人寿保险行业的影响
Abbas Salami,Tasos Papastylianou,Marvellous Adeoye et al.
Abbas Salami et al.
Chronic health conditions impose substantial financial and operational burdens on the public health sector and insurance providers in the United Kingdom. While gamification demonstrates the potential for enhancing health behavior, a structu...
Analysis of Machine Learning-Based Investigation Into Multivariate Factors of Team Performance in Serious Games: Cross-Sectional Retrospective Study [0.03%]
基于机器学习的调查严肃游戏团队表现多变量因素的分析:横断面回顾研究
Gruyff Germain Abdul-Rahman,Freark de Lange,Andrej Zwitter et al.
Gruyff Germain Abdul-Rahman et al.
Background: Serious games (SGs) are increasingly used to study and enhance team performance in organizational and educational settings. While prior research has explored leadership and communication as isolated factors, t...
Research Design Processes in Serious Games for Adolescent Mental Health: Systematic Review [0.03%]
针对青少年心理健康 serious games 的研究设计过程:系统评价
S T Rooij de,D A Kuipers,J T Prins et al.
S T Rooij de et al.
Background: Serious games are increasingly recognized as effective tools in adolescent mental health interventions, providing engaging platforms for emotional regulation, skill development, and behavioral change. However,...
Navigating Virtual Reality in Stroke Rehabilitation: Scoping Review of Diverse Intervention Effects [0.03%]
卒中康复中虚拟现实的多样化干预效果:系统综述
Ruixue Liu,Beibei Lin,Yanhuan Zhai et al.
Ruixue Liu et al.
Background: Virtual reality (VR) technology has been increasingly explored in stroke rehabilitation due to its immersive and interactive features. However, considerable heterogeneity exists in intervention designs, study ...
Analysis of Spatiotemporal Features in a Virtual Navigation Game Across Different Age Groups: Quantitative Research [0.03%]
跨年龄段的虚拟导航游戏时空特征分析定量研究
Xiaofeng Qiao,Shan Tian,Min Tang et al.
Xiaofeng Qiao et al.
Background: With rapid urbanization, the proliferation of densely arranged buildings and increasingly homogeneous architectural designs has made disorientation and navigation difficulties more common, especially for older...
Development and Usability of the "FORTEe Get Strong" App to Promote Physical Activity and Health Awareness in Children and Adolescents With Cancer During Intensive Treatment Using an App-Based Approach: Mixed Methods Study [0.03%]
基于应用程序的方法促进儿童和青少年癌症患者在强化治疗期间进行体育活动和健康意识的“FORTEe Get Strong”APP的研发与适用性:混合方法研究
Mareike Kuehn,Lena Wypyrsczyk,Francesca Lanfranconi et al.
Mareike Kuehn et al.
Background: As survival rates for children, adolescents, and young adults with cancer improve, managing treatment-related side effects is increasingly important. Enhancing physical activity levels has been shown to be eff...
Conceptualization and Measurement of Withdrawal Symptoms in Gaming Disorder and Development and Psychometric Validation of the Gaming Withdrawal Symptoms Questionnaire: Cross-Sectional Study [0.03%]
游戏障碍的脱瘾症状的概念化和测量及游戏脱瘾症状问卷的制定与量表学验证:横断面研究
Sylwia Starzec,Sławomir Śpiewak,Jolanta Starosta et al.
Sylwia Starzec et al.
Background: Gaming disorder (GD) is an emerging issue that leads to significant impairment, yet existing tools for measuring withdrawal symptoms in GD are limited and often fail to capture its multidimensional nature. Mos...
Virtual Reality-Based Pain Modulation in Subacute Musculoskeletal Injury: Functional Near-Infrared Spectroscopy Study of Neural and Behavioral Correlates [0.03%]
基于虚拟现实的疼痛调节在亚急性肌肉骨骼损伤中的应用:功能近红外光谱对神经和行为相关性的研究
Ryan Andrew Mace,Ziyan Wu,Christine B Sieberg et al.
Ryan Andrew Mace et al.
Background: Acute traumatic musculoskeletal injuries often result in persistent pain and disability despite physical recovery. Virtual reality (VR) provides an innovative approach for overcoming treatment barriers and may...