Preliminary User Evaluation of a New Dental Technology Virtual Simulation System: Development and Validation Study [0.03%]
一种新型牙科技术虚拟仿真系统的初步用户评估:开发与验证研究
Mengwei Pang,Xiaohan Zhao,Daiyu Lu et al.
Mengwei Pang et al.
Background: With the advancements in the dental health care industry, the demand for dental technicians has increased. Dental technicians should be thoroughly assessed and trained in practical skills and pass professional...
The Effectiveness of Serious Games on Cognitive Processing Speed Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis [0.03%]
认知障碍老年人的认知处理速度受严肃游戏影响的系统评价和 meta 分析
Alaa Abd-Alrazaq,Arfan Ahmed,Haitham Alali et al.
Alaa Abd-Alrazaq et al.
Background: Human cognitive processing speed is known to decline with age. Human cognitive processing speed refers to the time that an individual takes from receiving a stimulus to reacting to it. Serious games, which are...
Cognitive Behavioral Therapy Plus a Serious Game as a Complementary Tool for a Patient With Parkinson Disease and Impulse Control Disorder: Case Report [0.03%]
认知行为疗法联合严重游戏作为帕金森病和冲动控制障碍患者的辅助工具:案例报告
Teresa Mena-Moreno,Lucero Munguía,Rosario Granero et al.
Teresa Mena-Moreno et al.
Background: Impulse control disorders (ICDs) are commonly developed among patients who take dopamine agonist drugs as a treatment for Parkinson disease (PD). Gambling disorder and hypersexuality are more frequent in male ...
Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review [0.03%]
关于游戏在青少年酒精及药物使用预防和治疗方面作用的现状回顾性研究
Juan Martínez-Miranda,Ismael Edrein Espinosa-Curiel
Juan Martínez-Miranda
Background: The consumption of alcohol and drugs, particularly in adolescents and young adults, has increased worldwide in the last several years, representing a significant public health challenge. Serious games have the...
Development of a Therapeutic Video Game With the MDA Framework to Decrease Anxiety in Preschool-Aged Children With Acute Lymphoblastic Leukemia: Mixed Methods Approach [0.03%]
基于MDA框架开发治疗性视频游戏以减少急性淋巴细胞白血病学龄前儿童的焦虑:混合方法研究
Dai-Jie Yang,Meng-Yao Lu,Chi-Wen Chen et al.
Dai-Jie Yang et al.
Background: Preschool-aged children with acute lymphoblastic leukemia (ALL) receive long-term treatment according to the Taiwan Pediatric Oncology Group (TPOG)-ALL 2013 protocol. Severe anxiety and noncompliance ahead of ...
Digital Interventions for Emotion Regulation in Children and Early Adolescents: Systematic Review and Meta-analysis [0.03%]
儿童和青少年的情绪调节数字干预措施系统回顾与元分析
Sally Reynard,Joao Dias,Marija Mitic et al.
Sally Reynard et al.
Background: Difficulties in emotion regulation are common in adolescence and are associated with poor social and mental health outcomes. However, psychological therapies that promote adaptive emotion regulation may be ina...
Correction: Effect of the "Art Coloring" Online Coloring Game on Subjective Well-Being Increase and Anxiety Reduction During the COVID-19 Pandemic: Development and Evaluation [0.03%]
校正:疫情期间“艺术填色”在线涂色游戏对主观幸福感提升和焦虑缓解的影响:开发与评估研究
JuZhe Xi,YuHan Gao,Na Lyu et al.
JuZhe Xi et al.
[This corrects the article DOI: 10.2196/37026.]. ©JuZhe Xi, YuHan Gao, Na Lyu, Zhuang She, XinYue Wang, Xin-An Zhang, XiaoYu Yu, WeiDong Ji, MengSheng W...
Published Erratum
JMIR serious games. 2022 Aug 16;10(3):e41253. DOI:10.2196/41253 2022
Breathing as an Input Modality in a Gameful Breathing Training App (Breeze 2): Development and Evaluation Study [0.03%]
呼吸在游戏化呼吸训练应用(Breeze 2)中的输入模式:开发与评价研究
Yanick Xavier Lukic,Gisbert Wilhelm Teepe,Elgar Fleisch et al.
Yanick Xavier Lukic et al.
Background: Slow-paced breathing training can have positive effects on physiological and psychological well-being. Unfortunately, use statistics indicate that adherence to breathing training apps is low. Recent work sugge...
The Effectiveness of Serious Games in Improving Memory Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis [0.03%]
改善认知障碍老年人记忆力的严肃游戏有效性:系统评价和荟萃分析
Alaa Abd-Alrazaq,Dari Alhuwail,Eiman Al-Jafar et al.
Alaa Abd-Alrazaq et al.
Background: Memory, one of the main cognitive functions, is known to decline with age. Serious games have been used for improving memory in older adults. The effectiveness of serious games in improving memory has been ass...
Effect of Virtual Reality on Pediatric Pain and Fear During Procedures Involving Needles: Systematic Review and Meta-analysis [0.03%]
针刺操作过程中虚拟现实对儿童疼痛和恐惧影响的系统评价和 meta 分析
Marta Lluesma-Vidal,Raquel Carcelén González,Laura García-Garcés et al.
Marta Lluesma-Vidal et al.
Background: Virtual reality (VR) is used as a distraction measure during painful clinical procedures associated with the use of needles. These procedures include vaccinations, blood draws, or the administration of medicat...