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: ...
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...