Relationship Between Illness Representations and Symptoms of Internet Gaming Disorder Among Young People: Cross-Lagged Model [0.03%]
青年网络游戏障碍的疾病表征和症状之间的关系——交叉滞后模型分析
Xue Yang,Kei Man Wong,Rui She et al.
Xue Yang et al.
Background: The common-sense model of illness suggests that mental representations of health threats may affect one's behavioral reactions to them and health status. Internet gaming disorder is a newly defined mental diso...
Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study [0.03%]
通过消费者视频游戏参与度预测视频游戏成瘾的定量和横断面研究
Amir Zaib Abbasi,Umair Rehman,Zahra Afaq et al.
Amir Zaib Abbasi et al.
Background: Video games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be consumer engagement-rela...
Examining the Academic Trends in Neuropsychological Tests for Executive Functions Using Virtual Reality: Systematic Literature Review [0.03%]
使用虚拟现实对神经心理学测试中执行功能的学术趋势进行系统性文献回顾
Euisung Kim,Jieun Han,Hojin Choi et al.
Euisung Kim et al.
Background: In neuropsychology, fully immersive virtual reality (VR) has been spotlighted as a promising tool. It is considered that VR not only overcomes the existing limitation of neuropsychological tests but is also ap...
Contribution of the co.LAB Framework to the Collaborative Design of Serious Games: Mixed Methods Validation Study [0.03%]
co.LAB框架对严肃游戏协作设计的贡献:混合方法验证研究
Dominique Jaccard,Laurent Suppan,Félicia Bielser
Dominique Jaccard
Background: Multidisciplinary collaboration is essential to the successful development of serious games, albeit difficult to achieve. In a previous study, the co.LAB serious game design framework was created to support co...
Long-term Effectiveness and Adoption of a Cellphone Augmented Reality System on Patients with Stroke: Randomized Controlled Trial [0.03%]
手机增强现实系统对中风患者长期效果和采纳情况的研究:随机对照试验
Chong Li,Xinyu Song,Shugeng Chen et al.
Chong Li et al.
Background: A serious game-based cellphone augmented reality system (CARS) was developed for rehabilitation of stroke survivors, which is portable, convenient, and suitable for self-training. ...
Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study [0.03%]
COVID-19大流行期间年轻人的游戏活动和可能改变游戏行为的横断面在线调查研究
Emma Claesdotter-Knutsson,Frida André,Anders Håkansson
Emma Claesdotter-Knutsson
Background: Young people's daily lives and social interactions changed remarkably during the COVID-19 pandemic as schools and cinemas closed, leisure activities were cancelled, and gatherings were regulated. Questions hav...
Effects of an Immersive Virtual Reality Exergame on University Students' Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study [0.03%]
沉浸式虚拟现实游戏对大学生焦虑、抑郁和感知压力的影响:可行性与易用性研究
Wenge Xu,Hai-Ning Liang,Nilufar Baghaei et al.
Wenge Xu et al.
Background: In recent years, there has been an increase in the number of students with depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and well-being is exergamin...
Using a 360° Virtual Reality or 2D Video to Learn History Taking and Physical Examination Skills for Undergraduate Medical Students: Pilot Randomized Controlled Trial [0.03%]
使用360°虚拟现实视频或2D视频教授本科生医学生病史采集和体格检查技能:试点随机对照试验
Yi-Ping Chao,Hai-Hua Chuang,Li-Jen Hsin et al.
Yi-Ping Chao et al.
Background: Learning through a 360° virtual reality (VR) or 2D video represents an alternative way to learn a complex medical education task. However, there is currently no consensus on how best to assess the effects of ...
The Influence of Gamification and Information Technology Identity on Postadoption Behaviors of Health and Fitness App Users: Empirical Study in the United States [0.03%]
游戏化和信息技术身份对健康健身APP用户采纳后行为的影响:美国实证研究
Pouyan Esmaeilzadeh
Pouyan Esmaeilzadeh
Background: The use of health and fitness apps has been on the rise to monitor personal fitness and health parameters. However, recent research discovered that many users discontinue using these apps after only a few mont...
Immersive Virtual Reality and Vestibular Rehabilitation in Multiple Sclerosis: Case Report [0.03%]
多发性硬化中的沉浸式虚拟现实和前庭康复:病例报告
Cristina García-Muñoz,María-Dolores Cortés-Vega,Juan-Carlos Hernández-Rodríguez et al.
Cristina García-Muñoz et al.
Background: Dizziness and imbalance are common and disabling symptoms in patients with multiple sclerosis (MS) and are caused by a central, peripheral, or mixed vestibulopathy. Central vestibular disorder is the most freq...
Case Reports
JMIR serious games. 2022 Feb 16;10(1):e31020. DOI:10.2196/31020 2022