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...
Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide [0.03%]
用于治疗注意力缺陷多动障碍的严肃视频游戏的研发:指南式文章
Aarón Sújar,Marina Martín-Moratinos,María Rodrigo-Yanguas et al.
Aarón Sújar et al.
Video game-based therapeutic interventions have demonstrated some effectiveness in decreasing the symptoms of attention deficit hyperactivity disorder (ADHD). Compared with more traditional strategies within the multimodal treatment of ADHD...
A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study [0.03%]
基于生物反馈的移动应用程序与面向阿联酋有焦虑症状的年轻人的严肃游戏的研发和可用性研究
Mariam Almeqbaali,Sofia Ouhbi,Mohamed Adel Serhani et al.
Mariam Almeqbaali et al.
Background: Following the outbreak of COVID-19, several studies have reported that young adults encountered a rise in anxiety symptoms, which could negatively affect their quality of life. Promising evidence suggests that...
Speech Processing as a Far-Transfer Gauge of Serious Games for Cognitive Training in Aging: Randomized Controlled Trial of Web-Based Effectivate Training [0.03%]
基于网络的认知训练游戏Effectivate对老年人认知能力的改善效果:随机对照试验
Gal Nitsan,Shai Baharav,Dalith Tal-Shir et al.
Gal Nitsan et al.
Background: The number of serious games for cognitive training in aging (SGCTAs) is proliferating in the market and attempting to combat one of the most feared aspects of aging-cognitive decline. However, the efficacy of ...
Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals' Skills in Using e-Mental Health: Multiple Methods User Requirements Analysis [0.03%]
基于游戏的培训环境的设计以增强精神健康护理专业人员使用电子精神健康的技能:多种方法用户需求分析
Joyce Bierbooms,Milou A Feijt,Wijnand A IJsselsteijn et al.
Joyce Bierbooms et al.
Background: A major factor hampering the adoption of technology in mental health care is a lack of knowledge and skills. Serious gaming offers a potentially effective strategy to enhance the skills needed through experien...
The Long-term Effects of Immersive Virtual Reality Reminiscence in People With Dementia: Longitudinal Observational Study [0.03%]
沉浸式虚拟现实回忆对痴呆症患者的长期影响:纵向观察研究
Ling-Chun Huang,Yuan-Han Yang
Ling-Chun Huang
Background: Novel nonpharmacological therapies are being developed to prevent cognitive decline and reduce behavioral and psychological symptoms in patients with dementia. Virtual reality (VR) reminiscence was reported to...
Effectiveness of Serious Games for Improving Executive Functions Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis [0.03%]
改善认知障碍老年人执行功能的严肃游戏效果:系统评价和meta分析
Alaa Abd-Alrazaq,Dari Alhuwail,Arfan Ahmed et al.
Alaa Abd-Alrazaq et al.
Background: Executive functions are one of the known cognitive abilities that decline with age. They are the high-order cognitive processes that enable an individual to concentrate, plan, and take action. Serious games, w...
An Augmented Reality-Based Guide for Mechanical Ventilator Setup: Prospective Randomized Pilot Trial [0.03%]
基于增强现实的机械通气装置设置指南:前瞻性随机试点试验
Sejin Heo,Suhyeon Moon,Minha Kim et al.
Sejin Heo et al.
Background: Recently, the demand for mechanical ventilation (MV) has increased with the COVID-19 pandemic; however, the conventional approaches to MV training are resource intensive and require on-site training. Consequen...