A Web-Based Escape Room to Raise Awareness About Severe Mental Illness Among University Students: Randomized Controlled Trial [0.03%]
一项针对大学生产生对严重精神疾病认知的基于网络的密室逃脱游戏:随机对照试验
Jose M Rodriguez-Ferrer,Ana Manzano-León,Adolfo J Cangas et al.
Jose M Rodriguez-Ferrer et al.
Background: People with severe mental illness (SMI) face discriminatory situations because of prejudice toward them, even among health care personnel. Escape rooms can be a novel educational strategy for learning about an...
Impact of Visual Game-Like Features on Cognitive Performance in a Virtual Reality Working Memory Task: Within-Subjects Experiment [0.03%]
基于视觉游戏特征的虚拟现实工作记忆任务中的认知表现:同一受试者内的实验研究
Eric Redlinger,Bernhard Glas,Yang Rong
Eric Redlinger
Background: Although the pursuit of improved cognitive function through working memory training has been the subject of decades of research, the recent growth in commercial adaptations of classic working memory tasks in t...
Video Game Addictive Symptom Level, Use Intensity, and Hedonic Experience: Cross-sectional Questionnaire Study [0.03%]
网络游戏成瘾症状水平、使用强度和享乐体验之间的关系:横断面调查研究
Bhavneet Walia,Jeeyoon Kim,Ignatius Ijere et al.
Bhavneet Walia et al.
Background: The effects of behavioral addiction to video games has received increasing attention in the literature, given increased use intensity among subgroups of video game players. ...
Effect of an Active Video Game Intervention Combined With Multicomponent Exercise for Cardiorespiratory Fitness in Children With Overweight and Obesity: Randomized Controlled Trial [0.03%]
有氧健身结合多成分运动对儿童超重和肥胖的主动视频游戏干预效果:随机对照试验
Cristina Comeras-Chueca,Lorena Villalba-Heredia,Jose Luis Perez-Lasierra et al.
Cristina Comeras-Chueca et al.
Background: Childhood overweight and obesity have become major global health problems and are negatively related with the cardiorespiratory fitness (CRF) level in school children and adolescents. Exercise, specifically mu...
Augmented Reality-Based Surgery on the Human Cadaver Using a New Generation of Optical Head-Mounted Displays: Development and Feasibility Study [0.03%]
基于光学头戴式显示器的增强现实尸体手术系统研发及可行性研究
Behrus Puladi,Mark Ooms,Martin Bellgardt et al.
Behrus Puladi et al.
Background: Although nearly one-third of the world's disease burden requires surgical care, only a small proportion of digital health applications are directly used in the surgical field. In the coming decades, the applic...
Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study [0.03%]
外交研究中的游戏化作为有效的知识传递工具:问卷研究
Mihai Ovidiu Cercel
Mihai Ovidiu Cercel
Background: Graduate education in modern diplomacy poses several challenges, as it requires several competencies to be developed before diplomatic service is joined. Incorporation of simulation games can have a positive i...
Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study [0.03%]
赌博行为、个人特征和游戏界赌博服务使用之间的关联:横断面调查研究
Mark Kisch,Anders Håkansson
Mark Kisch
Background: Gambling within the world of gaming is an emerging phenomenon that may share common conceptual characteristics with traditional forms of gambling. The current literature suggests a higher degree of problematic...
Adapting the Use of Digital Content to Improve the Learning of Numeracy Among Children With Autism Spectrum Disorder in Rwanda: Thematic Content Analysis Study [0.03%]
一项改善卢旺达自闭症儿童算术学习的数字内容使用适应性研究:主题内容分析研究
Theoneste Ntalindwa,Mathias Nduwingoma,Alphonse Uworwabayeho et al.
Theoneste Ntalindwa et al.
Background: Many teachers consider it challenging to teach children with autism spectrum disorder (ASD) in an inclusive classroom due to their unique needs and challenges. The integration of information communication tech...
Interactive Digital Game for Improving Visual-Perceptual Defects in Children With a Developmental Disability: Randomized Controlled Trial [0.03%]
改善发育障碍儿童视觉感知缺陷的互动数字游戏:随机对照试验
Wen-Lan Wu,Yu-Ling Huang,Jing-Min Liang et al.
Wen-Lan Wu et al.
Background: Visual-perceptual defects in children can negatively affect their ability to perform activities of daily living. Conventional rehabilitation training for correcting visual-perceptual defects has limited traini...
A Photography-based, Social Media Walking Intervention Targeting Autonomous Motivations for Physical Activity: Semistructured Interviews With Older Women [0.03%]
基于摄影的社交媒体步行干预:面向老年人的自主身体活动动机:与老年妇女的半结构化访谈
Michael C Robertson,Maria Chang Swartz,Ursela Christopherson et al.
Michael C Robertson et al.
Background: Older adult women are at risk for negative health outcomes that engaging in sustained physical activity can help prevent. However, promoting long-term maintenance of physical activity in this population has pr...