Development of a Serious Game App (Digimenz) for Patients With Dementia: Prospective Pilot Study for Usability Testing in Inpatient Treatment and Long-Term Care [0.03%]
痴呆患者游戏应用(Digimenz)的开发:住院治疗和长期护理中使用性测试的前瞻性试点研究
Sören Freerik Brähmer,Benjamin Iffland,Stefan Kreisel et al.
Sören Freerik Brähmer et al.
Background: In the face of an increasing treatment need among people with dementia, effective and efficient interventions with a focus on quality of life need to be established. In this context, serious games have receive...
Effect of Gamification on Task Engagement During an Eye-Tracking Test Battery in 5-Year-Old Children Born Preterm: Observational Study [0.03%]
游戏化对早产儿在五岁时进行眼动追踪测试电池期间任务参与度的影响:观察性研究
Andrea De Gobbis,Marta Malavolta,Nathalie De Beukelaer et al.
Andrea De Gobbis et al.
Background: Recent studies suggest that eye movements during tasks reflect cognitive processes and that analysis of eye movements using eye-tracking devices can identify developmental impairments in young children. Mainta...
Becoming a Rapid Shooter in a Game Using Embodied Electrical Muscle Stimulation: Development and Usability Study [0.03%]
使用嵌入式电肌肉刺激成为游戏中快速射击者的发展和可用性研究
Jihwan Kim,Mingyu Kang,Jejoong Kim et al.
Jihwan Kim et al.
Background: Electrical muscle stimulation (EMS) systems enhance human capabilities, such as reaction time, by inducing preemptive muscle contractions. One of the key challenges for EMS applications is preserving the user'...
Serious Games for Preventing Musculoskeletal Disorders in Occupational Settings: Scoping Review [0.03%]
工作场所肌肉骨骼疾病预防的严肃游戏:范畴性综述
Thomas Rivière,Thibaud Hulin,Farzan Sasangohar et al.
Thomas Rivière et al.
Background: Musculoskeletal disorders (MSDs) are a significant health concern in the workplace, and while ergonomic interventions are commonly used, their long-term effectiveness is often questioned. Serious games (SGs), ...
Use of Gamified Digital Tools in Daily Tasks of Health Care Workers: Scoping Review [0.03%]
游戏化数字工具在医疗保健工作者日常任务中的应用:综述研究
Binita Paudel,Hussein Al-Shehabi,Rita Dörner et al.
Binita Paudel et al.
Background: The quality and effectiveness of health care service delivery are significantly influenced by the engagement and motivation of health care workers. Integrating gamified digital tools (GDTs) into health care wo...
Empowering Children With Down Syndrome by Enhancing Emergency Preparedness Through Serious Games: Quasi-Experimental Study With a Between-Group Design [0.03%]
通过严肃游戏增强唐氏综合症儿童应急准备能力的准实验研究:组间设计研究
Samaa M Shohieb,Suzan Hassan Bakhit,Ensaf Mohammed et al.
Samaa M Shohieb et al.
Background: Children with Down syndrome (DS) often experience cognitive and adaptive challenges that affect their ability to acquire and retain critical life skills, including those needed for effective response during em...
A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning Study [0.03%]
一种使用严肃游戏数据预测注意力缺陷多动障碍儿童韦氏智力量表第五版心理加工速度指数的新方法:机器学习研究
Jun-Su Kim,Yoo Joo Jeong,Seung-Jae Kim et al.
Jun-Su Kim et al.
Background: The processing speed index (PSI) of the Korean Wechsler Intelligence Scale for Children-Fifth Edition (K-WISC-V) is highly correlated with symptoms of attention-deficit/hyperactivity disorder (ADHD) and is an ...
Effects of Computerized Cognitive Training on Vesicular Acetylcholine Transporter Levels using [18F]Fluoroethoxybenzovesamicol Positron Emission Tomography in Healthy Older Adults: Results from the Improving Neurological Health in Aging via Neuroplasticity-based Computerized Exercise (INHANCE) Randomized Clinical Trial [0.03%]
计算机认知训练对健康老年人乙酰胆碱囊泡转运蛋白水平的影响:来自基于神经可塑性计算机动态锻炼的改善老龄化神经系统健康的随机临床试验(INHANCE)的[18F]氟乙氧基苯并维司胺醇正电子发射断层扫描结果
Mouna Attarha,Ana de Figueiredo Pelegrino,Lydia Ouellet et al.
Mouna Attarha et al.
Background: The cholinergic system mediates essential aspects of cognitive function, yet its structure and function decline progressively with age, by an estimated 2.5% per decade across the lifespan. Cognitive training m...
Feasibility, Usability, and Effects of Leisure-Based Cognitive Training Using a Fully Immersive Virtual Reality System in Older Adults: Single-Arm Pretest-Posttest Pilot Study [0.03%]
基于休闲的认知训练使用全沉浸式虚拟现实系统在老年人中的可行性、可用性和影响:单组前测后测试点研究
I-Ching Chuang,Xiao-Ting Huang,I-Chen Chen et al.
I-Ching Chuang et al.
Background: Cognitive training is an effective approach to support cognitive function in older adults. Incorporating meaningful leisure activities, such as gardening, may enhance both engagement and training outcomes. Whi...
Usability Evaluation of a Virtual Reality Multisensory Sham-Feeding Device for Patients Undergoing Fasting Periods for Colorectal Cancer Surgery: Mixed Methods Study [0.03%]
一种用于结直肠癌手术禁食期患者的虚拟现实多感官假饲装置的实用性评价:混合研究方法研究
Xingzhu Yuan,Peiling Ye,Xinyue Liu et al.
Xingzhu Yuan et al.
Background: Colorectal cancer surgery requires perioperative fasting to ensure safety, but this can cause physiological and psychological discomfort, such as impaired intestinal motility, bloating, immune suppression, anx...