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...
Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review [0.03%]
针对儿童和青少年的严肃游戏中的抑郁和焦虑的意识、预防、检测和治疗应用:系统回顾
Kim Martinez,Maria Isabel Menéndez-Menéndez,Andres Bustillo
Kim Martinez
Background: Depression and anxiety in children and adolescents are major health problems worldwide. In recent years, serious games research has advanced in the development of tools to address these mental health condition...
Augmented Reality in Physical Therapy: Systematic Review and Meta-analysis [0.03%]
物理治疗中的增强现实:系统评价和荟萃分析
Maria Jesus Vinolo Gil,Gloria Gonzalez-Medina,David Lucena-Anton et al.
Maria Jesus Vinolo Gil et al.
Background: Augmented reality (AR) is a rapidly expanding technology; it comprises the generation of new images from digital information in the real physical environment of a person, which simulates an environment where t...
Mark J Keith,Douglas L Dean,James Gaskin et al.
Mark J Keith et al.
Background: Organizations of all types require the use of teams. Poor team member engagement costs billions of US dollars annually. Objective: ...
Design of a Virtual Reality Interactive Training System for Public Health Emergency Preparedness for Major Emerging Infectious Diseases: Theory and Framework [0.03%]
一种针对新发重大传染病公共卫生应急准备的虚拟现实交互式培训系统的理论与构架设计:理论和框架
Yue Luo,Mei Li,Jian Tang et al.
Yue Luo et al.
Background: Sufficient public health emergency preparedness (PHEP) is the key factor in effectively responding to and recovering from major emerging infectious diseases (MEIDs). However, in the face of MEIDs, PHEP is insu...
Correction: Feasibility of Virtual Reality Audiological Testing: Prospective Study [0.03%]
校正:虚拟现实听觉测试的可行性:前瞻性研究
Hye Yoon Seol,Soojin Kang,Jihyun Lim et al.
Hye Yoon Seol et al.
[This corrects the article DOI: 10.2196/26976.]. ©Hye Yoon Seol, Soojin Kang, Jihyun Lim, Sung Hwa Hong, Il Joon Moon. Originally published in JMIR Seri...
Published Erratum
JMIR serious games. 2021 Nov 25;9(4):e34994. DOI:10.2196/34994 2021
A Virtual Supermarket Program for the Screening of Mild Cognitive Impairment in Older Adults: Diagnostic Accuracy Study [0.03%]
老年人轻度认知障碍筛查虚拟超市程序的诊断准确性研究
Mingli Yan,Huiru Yin,Qiuyan Meng et al.
Mingli Yan et al.
Background: Mild cognitive impairment (MCI) is often a precursor of dementia, and patients with MCI develop dementia at a higher rate than healthy older adults. Early detection of cognitive decline at the MCI stage suppor...
Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study [0.03%]
使用行为改变轮程序规划模型来设计健康游戏:开发研究
Michael C Robertson,Tom Baranowski,Debbe Thompson et al.
Michael C Robertson et al.
Background: Games for health are a promising approach to health promotion. Their success depends on achieving both experiential (game) and instrumental (health) objectives. There is little to guide game for health (G4H) d...