Effects of Competitive Exergaming-Based Esports on Older Adults in Hong Kong: Nonrandomized Controlled Pilot Study [0.03%]
基于竞争性体感游戏的电子竞技对香港老年人的影响:非随机对照试点研究
Ka Man Leung,Yuchen Shi
Ka Man Leung
Background: Hong Kong faces a rapidly aging population, with many older adults not meeting recommended physical-activity levels and struggling to maintain long-term exercise adherence. Exergaming offers an accessible, tec...
Development and Evaluation of a Monocular Camera-Based Mobile Exergame for at-Home Intervention in Individuals at High Risk of Type 2 Diabetes: Randomized Controlled Trial [0.03%]
基于手机的单目摄像头助玩移动体感游戏用于高危2型糖尿病患者的居家干预研发与评估:随机对照试验
Jianan Zhao,Dian Zhu,Yanan Wang et al.
Jianan Zhao et al.
Background: Exergames have emerged as effective interventions for promoting physical activity and preventing type 2 diabetes (T2D). Kinect-based exergames have demonstrated improvements in exercise adherence and health ou...
Immersive Virtual Reality-Assisted Therapy for Distressing Voices in Psychosis: Qualitative Study of Participants' and Therapists' Experiences in the Challenge Trial [0.03%]
针对精神病患者困扰性幻听的沉浸式虚拟现实辅助治疗:挑战试验中参与者和治疗师体验的定性研究
Mads Juul Christensen,Matilde Poulsen Rydborg,Rikke Jørgensen et al.
Mads Juul Christensen et al.
Background: Immersive virtual reality-assisted therapy (VRT) is a relational therapy for distressing voices in psychosis. Like AVATAR therapy (AT), VRT centers on therapist-facilitated dialogues with a digital avatar repr...
Effects of Progressive Aerobic Training on Executive-Reward Network Connectivity and Symptoms of Internet Gaming Disorder: Randomized Controlled Trial [0.03%]
有氧训练对执行奖赏网络连接和互联网游戏障碍症状的影响:随机对照试验
Shaoyu Cui,Xuefeng Xu,Xin Luo et al.
Shaoyu Cui et al.
Background: Internet gaming disorder (IGD) causes neurocognitive deficits and brain dysfunction. Progressive aerobic training (PAT) seems more practical. However, its effect on IGD and the underlying neural mechanism rema...
Mobile Exergames to Reduce Sedentary Time in Patients With Heart Failure: What Do Health Care Professionals Expect? [0.03%]
移动体感游戏在减少心脏衰竭患者久坐时间方面的应用:医疗专业人员的期望是什么?
Leonie Klompstra,Anna Strömberg,Antoni Bayes-Genis et al.
Leonie Klompstra et al.
Health care professionals emphasized that while exergaming holds promise as a motivational approach to supporting physical activity among patients with heart failure, its success depends on thoughtful integration into existing care pathways...
Efficacy of the Web-Based Gamified Infection Control Training System on Practices for Health Care Workers in Residential Care Homes: Clustered Randomized Controlled Trial [0.03%]
基于网络的感染控制培训系统的有效性能:集群随机对照试验
Angela Y M Leung,Doris Y P Leung,Terence K Lau et al.
Angela Y M Leung et al.
Background: Staff working in residential care homes (RCHs) have played a significant role in preventing the spread of infection among residents, visitors, and staff. Providing continuous professional training to the staff...
Effects of Immersive Virtual Reality-Based Exercise Intervention on Psychological and Physiological Outcomes in College Students: A Randomized Controlled Trial [0.03%]
基于沉浸式虚拟现实的锻炼干预对大学生心理和生理结局的影响:一项随机对照试验
Wenxi Liu,Daniel J McDonough,John Oginni et al.
Wenxi Liu et al.
Background: Physical inactivity is a major public health issue among college students, often exacerbated by academic pressures and lifestyle shifts. Traditional exercise interventions often face challenges with adherence ...
Evaluating the Effectiveness of Immersive Virtual Reality Rehabilitation Games With Enhanced Visual Training for Hand Motor Function Improvement Using Electromyography: Randomized Controlled Trial [0.03%]
基于增强视觉训练的沉浸式虚拟现实康复游戏改善手部运动功能的肌电图有效性评价:随机对照试验
Faisal Amin,Asim Waris,Muhammad Jawad Khan et al.
Faisal Amin et al.
Background: Hand motor dysfunction greatly reduces the performance of stroke survivors. This affects their ability to perform hand motor tasks effectively. Patients receive slow interventions due to interventional limitat...
Efficacy of a Mobile Serious Game (SwaziYolo) for Increasing HIV Risk Perception: Randomized Controlled Trial [0.03%]
移动serious游戏(SwaziYolo)增加HIV风险认知有效性的随机对照试验:efficacy of a mobile serious game (swaziyolo) for increasing hiv risk perception: randomized controlled trial
Bhekumusa Wellington Lukhele,Mac Delay,Fortunate Shabalala et al.
Bhekumusa Wellington Lukhele et al.
Background: Eswatini has one of the highest HIV prevalence rates worldwide (24.8% among people aged ≥15 years), with unprotected heterosexual transmission accounting for more than 90% of new HIV infections in the country...
A Novel Eye Tracking-Based Gamified Assessment of Contrast Sensitivity Function in Children: Prospective Development and Reliability Study [0.03%]
基于眼动追踪的儿童对比敏感度功能游戏化评估方法的研发及可靠性研究
Yunsi He,Yijing Zhuang,Lei Feng et al.
Yunsi He et al.
Background: Reliable assessment of visual function in young children remains a challenge. Contrast sensitivity function (CSF) is a sensitive and fundamental index of visual performance, yet existing pediatric CSF assessme...