Evaluation of a Digitally Guided Self-Rehabilitation Device Coupled With Telerehabilitation Monitoring in Patients With Parkinson Disease (TELEP@RK): Open, Prospective Observational Study [0.03%]
基于远程康复监测的数字引导式自我康复装置在帕金森病患者中应用的效果评估(TELEP@RK):开放性、前瞻性观察研究
Margaux Blanc,Anne-Laure Roy,Bastien Fraudet et al.
Margaux Blanc et al.
Background: Parkinson disease is a neurodegenerative disease causing a progressive loss of autonomy. This requires long-term rehabilitation care. Currently, new technologies are being developed for use in daily life, and ...
Using Virtual Reality to Improve Classroom Behavior in People With Down Syndrome: Within-Subjects Experimental Design [0.03%]
运用虚拟现实改善唐氏综合征患者的课堂行为:组内实验设计
Stefan Carlo Michalski,Ancret Szpak,Caroline Ellison et al.
Stefan Carlo Michalski et al.
Background: People with Down syndrome face various learning challenges. Introducing new and enjoyable experiences in learning settings may improve learning outcomes. Immersive and interactive technologies such as virtual ...
Development and Evaluation of a Virtual Reality Puzzle Game to Decrease Food Intake: Randomized Controlled Trial [0.03%]
虚拟现实益智游戏减少食物摄入的开发与评估:随机对照试验
Yunxin Liu,Angelos Stamos,Siegfried Dewitte et al.
Yunxin Liu et al.
Background: Virtual reality (VR) has gained popularity in daily life, and VR food cues seem to elicit food cravings, similar to real food cues. However, little is known about the impact of VR food cues on actual food inta...
An Evidence Map on Serious Games in Preventing Sexually Transmitted Infections Among Adolescents: Systematic Review About Outcome Categories Investigated in Primary Studies [0.03%]
关于预防青少年性传播感染的严肃游戏证据地图: primary studies中调查结果类别的系统评价
Karina Ilskens,Kamil J Wrona,Christoph Dockweiler et al.
Karina Ilskens et al.
Background: Sexually transmitted infections (STIs) represent a global health risk. Adolescents are at increased risk of infection for several reasons such as lack of knowledge, risky sexual behaviors, and lack of behavior...
A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study [0.03%]
针对慢性颈痛老年患者的颈椎任务定向锻炼的严肃游戏:设计、适用性及交叉对照试点研究
Hector Beltran-Alacreu,Gonzalo Navarro-Fernández,Daniela Godia-Lledó et al.
Hector Beltran-Alacreu et al.
Background: There is sparse research on the effectiveness of therapeutic exercise for the treatment of neck pain in older adult populations. Moreover, there is a lack of research on the use of serious games or virtual rea...
Developing a Health Game to Prepare Preschool Children for Anesthesia: Formative Study Using a Child-Centered Approach [0.03%]
一项使用以儿童为中心方法准备学龄前儿童接受麻醉的健康游戏开发形成性研究
Brynja Ingadottir,Elina Laitonen,Adalheidur Stefansdottir et al.
Brynja Ingadottir et al.
Background: Every year, millions of children undergo medical procedures that require anesthesia. Fear and anxiety are common among young children undergoing such procedures and can interfere with the child's recovery and ...
Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic [0.03%]
新冠肺炎疫情期间针对痴呆患者的沉浸式虚拟现实运动游戏:多方合作的以用户为中心的设计研究
John Muñoz,Samira Mehrabi,Yirou Li et al.
John Muñoz et al.
Background: Advancements in supporting personalized health care and well-being using virtual reality (VR) have created opportunities to use immersive games to support a healthy lifestyle for persons living with dementia a...
The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis [0.03%]
严肃游戏缓解抑郁的有效性:系统评价和meta分析
Alaa Abd-Alrazaq,Eiman Al-Jafar,Mohannad Alajlani et al.
Alaa Abd-Alrazaq et al.
Background: Depression is a common mental disorder characterized by disturbances in mood, thoughts, or behaviors. Serious games, which are games that have a purpose other than entertainment, have been used as a nonpharmac...
An Exploratory Digital Board Game Approach to the Review and Reinforcement of Complex Medical Subjects Like Anatomical Education: Cross-sectional and Mixed Methods Study [0.03%]
一种探索性数字棋盘游戏方法,用于回顾和强化解剖教育等复杂医学科目的学习:横断面与混合方法研究
Jun Wen Tan,Kian Bee Ng,Sreenivasulu Reddy Mogali
Jun Wen Tan
Background: Serious games have the potential to resolve educational problems faced by medical students, such as insufficient rehearsal due to boredom and lack of motivation. However, serious games' relatively novel concep...
The Effect of Video Game-Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis [0.03%]
基于视频游戏干预对老年人认知功能和表现的影响:贝叶斯网络meta分析
Chao Yang,Xiaolei Han,Mingxue Jin et al.
Chao Yang et al.
Background: The decline in performance of older people includes balance function, physical function, and fear of falling and depression. General cognitive function decline is described in terms of processing speed, workin...