Feedback on Trunk Movements From an Electronic Game to Improve Postural Balance in People With Nonspecific Low Back Pain: Pilot Randomized Controlled Trial [0.03%]
基于电子游戏的躯干反馈训练改善非特异性慢性下腰痛患者姿势平衡的试点随机对照试验
Anita Meinke,Rick Peters,Ruud H Knols et al.
Anita Meinke et al.
Background: Postural balance is compromised in people with low back pain, possibly by changes in motor control of the trunk. Augmenting exercising interventions with sensor-based feedback on trunk posture and movements mi...
Innovative Technology-Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis [0.03%]
基于创新技术的减少精神疾病患者污名化干预措施:系统回顾和荟萃分析
Matías E Rodríguez-Rivas,Adolfo J Cangas,Laura A Cariola et al.
Matías E Rodríguez-Rivas et al.
Background: Stigma toward people with mental illness presents serious consequences for the impacted individuals, such as social exclusion and increased difficulties in the recovery process. Recently, several interventions...
Effects of Virtual Reality-Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study [0.03%]
基于虚拟现实的多模态音频-触觉提示在空间注意力缺损患者中的应用效果:试点可用性研究
Samuel Elia Johannes Knobel,Brigitte Charlotte Kaufmann,Nora Geiser et al.
Samuel Elia Johannes Knobel et al.
Background: Virtual reality (VR) devices are increasingly being used in medicine and other areas for a broad spectrum of applications. One of the possible applications of VR involves the creation of an environment manipul...
Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants [0.03%]
一项减少精神健康问题污名的 serious game(Above Water)的设计:面向专家参与者的半结构化访谈研究
Rina R Wehbe,Colin Whaley,Yasaman Eskandari et al.
Rina R Wehbe et al.
Background: Although in many contexts unsuccessful games targeting learning, social interaction, or behavioral change have few downsides, when covering a sensitive domain such as mental health (MH), care must be taken to ...
Using Video Games to Improve the Sexual Health of Young People Aged 15 to 25 Years: Rapid Review [0.03%]
利用电子游戏改善15至25岁年轻人性健康的快速审查
Ignacio Franco Vega,Anastasia Eleftheriou,Cynthia Graham
Ignacio Franco Vega
Background: Sexually transmitted infections and unintended pregnancies among young people remain public health concerns in many countries. To date, interventions that address these concerns have had limited success. Serio...
Effectiveness and Utility of Virtual Reality Infection Control Simulation for Children With COVID-19: Quasi-Experimental Study [0.03%]
针对儿童的新型冠状病毒虚拟现实感染控制模拟的效果和实用性:准实验研究
Mi Yu,Mi Ran Yang
Mi Yu
Background: It is essential that nurses quickly learn the proper methods for preventing and controlling nosocomial infection and managing intensive care patients during the COVID-19 pandemic, including the donning and dof...
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%]
新冠肺炎疫情期间“艺术填色”在线涂色游戏对主观幸福感提升和减缓焦虑的作用:开发与评估研究
JuZhe Xi,YuHan Gao,Na Lyu et al.
JuZhe Xi et al.
Background: COVID-19 has spread worldwide and generated tremendous stress on human beings. Unfortunately, it is often hard for distressed individuals to access mental health services under conditions of restricted movemen...
Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis [0.03%]
虚拟现实技术在慢性疼痛管理中的应用:系统评价和荟萃分析
Lisa Goudman,Julie Jansen,Maxime Billot et al.
Lisa Goudman et al.
Background: Virtual reality (VR) is a computer technology that immerses a user in a completely different reality. The application of VR in acute pain settings is well established. However, in chronic pain, the application...
Modification in the Motor Skills of Seniors in Care Homes Using Serious Games and the Impact of COVID-19: Field Study [0.03%]
机构照护环境中使用严肃游戏改善老年人运动技能的修改以及新冠疫情的影响:实地研究
Jana Marina Kleschnitzki,Inga Grossmann,Reinhard Beyer et al.
Jana Marina Kleschnitzki et al.
Background: The pandemic has highlighted the importance of low-threshold opportunities for exercise and physical activity. At the beginning of 2020, the COVID-19 pandemic led to many restrictions, which affected seniors i...
HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study [0.03%]
一种促进儿童健康生活方式行为的serious game(帮帮好友)的设计与试点研究
Ismael Edrein Espinosa-Curiel,Edgar Efrén Pozas-Bogarin,Maryleidi Hernández-Arvizu et al.
Ismael Edrein Espinosa-Curiel et al.
Background: The use of health games is a promising strategy for educating and promoting healthy lifestyle behaviors among children. Objective: ...