Experiences of Patients Undergoing Chemotherapy With Virtual Reality: Mixed Methods Feasibility Study [0.03%]
利用虚拟现实进行化疗患者的体验:混合研究可行性研究
Anna Janssen,Jennifer Fletcher,Melanie Keep et al.
Anna Janssen et al.
Background: Current research into virtual reality (VR) use during chemotherapy shows that it can be an effective distraction intervention. However, there is limited research in adult patients and to investigate how VR can...
Immersive Virtual Reality-Based Cognitive Intervention for the Improvement of Cognitive Function, Depression, and Perceived Stress in Older Adults With Mild Cognitive Impairment and Mild Dementia: Pilot Pre-Post Study [0.03%]
基于沉浸式虚拟现实的认知干预改善轻度认知障碍和轻度痴呆老年人的认知功能、抑郁和感知压力的预试验前后研究
KaiYan Zhu,QiongYao Zhang,BingWei He et al.
KaiYan Zhu et al.
Background: The incidence of dementia is increasing annually, resulting in varying degrees of adverse effects for individuals, families, and society. With the continuous development of computer information technology, cog...
Serious Game for Change in Behavioral Intention Toward Lifestyle-Related Diseases: Experimental Study With Structural Equation Modeling Using the Theory of Planned Behavior [0.03%]
基于计划行为理论的生活方式相关疾病行为意向改变的 serious game 实验研究
Mahiro Egashira,Daisuke Son,Arisa Ema
Mahiro Egashira
Background: Health activities should be tailored to individual lifestyles and values. To raise awareness of health behaviors, various practices related to health education, such as interactive activities among individuals...
A Serious Puzzle Game to Enhance Adherence to Antirheumatic Drugs in Patients With Rheumatoid Arthritis: Systematic Development Using Intervention Mapping [0.03%]
利用干预措施映射系统开发提高类风湿关节炎患者抗风湿药依从性的 serious puzzle game:系统性发展
Bart Ph Pouls,Charlotte L Bekker,Sandra van Dulmen et al.
Bart Ph Pouls et al.
Background: Patients' implicit attitudes toward medication need and concerns may influence their adherence. Targeting these implicit attitudes by combining game-entertainment with medication-related triggers might improve...
A Serious Game (Immunitates) About Immunization: Development and Validation Study [0.03%]
关于免疫接种的 serious game(immunitates) 的研发和验证研究
Isabela Dantas de Araujo Lima,Casandra Genoveva Rosales Martins Ponce de Leon,Laiane Medeiros Ribeiro et al.
Isabela Dantas de Araujo Lima et al.
Background: Vaccination is a fundamental part of all levels-local to worldwide-of public health, and it can be considered one of humanity's greatest achievements in the control and elimination of infectious diseases. Teac...
The Effectiveness of a Serious Game (MemoreBox) for Cognitive Functioning Among Seniors in Care Facilities: Field Study [0.03%]
针对护理机构老年人的认知功能,记忆游戏(MemoreBox)的有效性实验研究
Jana Marina Kleschnitzki,Luzi Beyer,Reinhard Beyer et al.
Jana Marina Kleschnitzki et al.
Background: Serious games have been found to have enhancing and preventative effects on cognitive abilities in healthy older adults. Yet, there are few results on the effects in older seniors with age-related low cognitiv...
Visual Attention of Anesthesia Providers in Simulated Anesthesia Emergencies Using Conventional Number-Based and Avatar-Based Patient Monitoring: Prospective Eye-Tracking Study [0.03%]
基于眼动追踪的麻醉医生在模拟麻醉急症中使用传统数字式和头像式生命体征监测的关注行为研究
Arsène Ljubenovic,Sadiq Said,Julia Braun et al.
Arsène Ljubenovic et al.
Background: Inadequate situational awareness accounts for two-thirds of preventable complications in anesthesia. An essential tool for situational awareness in the perioperative setting is the patient monitor. However, th...
Teaching Students About Plagiarism Using a Serious Game (Plagi-Warfare): Design and Evaluation Study [0.03%]
关于学术不端行为的教学研究——基于严肃游戏的文献抄袭检测教学设计与评估研究
Abejide Ade-Ibijola,Keagan Young,Nashik Sivparsad et al.
Abejide Ade-Ibijola et al.
Background: Educational games have been proven to support the teaching of various concepts across disciplines. Plagiarism is a major problem among undergraduate and postgraduate students at universities. ...
Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study [0.03%]
使用虚拟现实诱发和评估尼古丁渴求的客观指标:概念验证研究
Weichen Liu,Gianna Andrade,Jurgen Schulze et al.
Weichen Liu et al.
Background: Craving is a clinically important phenotype for the development and maintenance of nicotine addiction. Virtual reality (VR) paradigms are successful in eliciting cue-induced subjective craving and may even eli...
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis [0.03%]
严肃游戏减轻焦虑的效果:系统评价和荟萃分析
Alaa Abd-Alrazaq,Mohannad Alajlani,Dari Alhuwail et al.
Alaa Abd-Alrazaq et al.
Background: Anxiety is a mental disorder characterized by apprehension, tension, uneasiness, and other related behavioral disturbances. One of the nonpharmacological treatments used for reducing anxiety is serious games, ...