Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study [0.03%]
游戏设备在中国网络游戏障碍中的作用:横断面研究
Yifan Li,Ying Tang,Shucai Huang et al.
Yifan Li et al.
Background: Chinese gamers use computer and mobile phone games widely. Consequently, concerns regarding the development of internet gaming disorder (IGD) in adolescents have been raised. However, only a few studies have f...
Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment [0.03%]
虚拟现实游戏在心理压力和抑郁治疗中的偏好:间断选择实验
Shan Jin,Zijian Tan,Taoran Liu et al.
Shan Jin et al.
Background: Virtual reality (VR) can be used to build many different scenes aimed at reducing study-related stress. However, only few academic experiments on university students for preference testing have been performed....
Finding Effective Adjustment Levels for Upper Limb Exergames: Focus Group Study With Children With Physical Disabilities [0.03%]
上肢运动游戏的有效调节水平研究:有身体残疾的儿童的焦点小组研究
Martina Eckert,Beatriz Domingo Soria,Noelia Terroso Gil
Martina Eckert
Background: We developed the Blexer system consisting of a database and a web interface for therapists that can host different types of adaptive and personally configurable virtual reality exergames based on Kinect (Micro...
Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games [0.03%]
疫情时期的电子游戏:COVID-19主题严肃游戏的系统概述
Tjaša Kermavnar,Valentijn T Visch,Pieter M A Desmet
Tjaša Kermavnar
Background: The COVID-19 pandemic introduced an urgent need for effective strategies to disseminate crucial knowledge and improve people's subjective well-being. Complementing more conventional approaches to knowledge dis...
Impact of Gamification on Consumers' Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments [0.03%]
游戏化在关联公益营销项目中对消费者偏好影响的组间实验研究
Yanhe Li,Yanchen Li,Xiu Zhou et al.
Yanhe Li et al.
Background: Successful cause-related marketing (CRM) campaigns can help companies stand out from their competitors; however, CRM may not have pleasant outcomes, even if it receives substantial investment. ...
Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study [0.03%]
GAIMplank电子游戏控制器对行动障碍者而言的可用性:观察研究
Laurie A Malone,Christen J Mendonca,Sangeetha Mohanraj et al.
Laurie A Malone et al.
Background: Replacing sedentary behaviors during leisure time with active video gaming has been shown to be an enjoyable option for increasing physical activity. However, most off-the-shelf active video gaming controllers...
Mixed Reality in Modern Surgical and Interventional Practice: Narrative Review of the Literature [0.03%]
现代外科和介入手术中的混合现实:文献叙述性回顾
Mats T Vervoorn,Maaike Wulfse,Tristan P C Van Doormaal et al.
Mats T Vervoorn et al.
Background: Mixed reality (MR) and its potential applications have gained increasing interest within the medical community over the recent years. The ability to integrate virtual objects into a real-world environment with...
Design Considerations for an Exergame-Based Training Intervention for Older Adults With Mild Neurocognitive Disorder: Qualitative Study Including Focus Groups With Experts and Health Care Professionals and Individual Semistructured In-depth Patient Interviews [0.03%]
基于'exergame'训练干预轻度神经认知障碍老年人的设计考虑:包括专家和卫生保健专业人员焦点小组以及个别半结构化深入患者访谈的定性研究
Patrick Manser,Manuela Adcock-Omlin,Eling D de Bruin
Patrick Manser
Background: Exergames have attracted growing interest in the prevention and treatment of neurocognitive disorders. The most effective exergame and training components (ie, exercise and training variables such as frequency...
Differences in Brain Activity and Body Movements Between Virtual Reality and Offline Exercise: Randomized Crossover Trial [0.03%]
虚拟现实和离线运动之间的大脑活动和身体动作的差异:随机交叉试验
Hee Jin Kim,Jea Woog Lee,Gangta Choi et al.
Hee Jin Kim et al.
Background: Virtual reality (VR) has been suggested to be effective at enhancing physical exercises because of its immersive characteristics. However, few studies have quantitatively assessed the range of motion and brain...
Key Stakeholders' Experiences and Perceptions of Virtual Reality for Older Adults Living With Dementia: Systematic Review and Thematic Synthesis [0.03%]
老年人痴呆症患者虚拟现实的关键利益相关者体验和感知系统评价和主题综合
Aisling Flynn,David Healy,Marguerite Barry et al.
Aisling Flynn et al.
Background: Technology is increasingly being used and evolving in the dementia care landscape. One such technology that has gained traction over the last decade is virtual reality (VR). VR is being applied in many areas o...