Effects of Active Video Games on Health-Related Physical Fitness and Motor Competence in Children and Adolescents With Overweight or Obesity: Systematic Review and Meta-Analysis [0.03%]
活动视频游戏对超重或肥胖儿童和青少年与健康相关的体能和运动能力的影响:系统评价和荟萃分析
Cristina Comeras-Chueca,Jorge Marin-Puyalto,Angel Matute-Llorente et al.
Cristina Comeras-Chueca et al.
Background: Childhood obesity is one of the most important public health problems. Active video games (AVGs) have been proposed as an attractive alternative to increase energy expenditure and are being investigated to det...
Exploring Middle School Students' Perspectives on Using Serious Games for Cancer Prevention Education: Focus Group Study [0.03%]
探索中学生对于使用严肃游戏进行癌症预防教育的看法:焦点小组研究
Olufunmilola Abraham,Lisa Szela,Mahnoor Khan et al.
Olufunmilola Abraham et al.
Background: Cancer in the United States is a leading cause of mortality. Educating adolescents about cancer risks can improve awareness and introduce healthy lifestyle habits. Public health efforts have made significant p...
Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study [0.03%]
在低技术环境下对青少年性教育进行游戏化的准实验设计研究
Hussein Haruna,Kingsley Okoye,Zamzami Zainuddin et al.
Hussein Haruna et al.
Background: Sexual education has become increasingly important as unhealthy sexual practices and subsequent health risks become more prevalent during adolescence. Traditional sex education teaching methodologies are limit...
Immersion Experiences in a Tablet-Based Markerless Augmented Reality Working Memory Game: Randomized Controlled Trial and User Experience Study [0.03%]
基于平板电脑的无标记增强现实工作记忆游戏中的沉浸式体验:随机对照试验和用户体验研究
Bo Zhang,Nigel Robb
Bo Zhang
Background: In recent years, augmented reality (AR), especially markerless augmented reality (MAR), has been used more prevalently to create training games in an attempt to improve humans' cognitive functions. This has be...
Nationwide Deployment of a Serious Game Designed to Improve COVID-19 Infection Prevention Practices in Switzerland: Prospective Web-Based Study [0.03%]
在瑞士部署严重游戏以改善COVID-19感染预防措施的全国性研究:前瞻性网络研究
Melanie Suppan,Loric Stuby,Stephan Harbarth et al.
Melanie Suppan et al.
Background: Lassitude and a rather high degree of mistrust toward the authorities can make regular or overly constraining COVID-19 infection prevention and control campaigns inefficient and even counterproductive. Serious...
Effectiveness and Utility of Virtual Reality Simulation as an Educational Tool for Safe Performance of COVID-19 Diagnostics: Prospective, Randomized Pilot Trial [0.03%]
虚拟现实模拟作为COVID-19诊断安全性能教育工具的有效性和实用性:前瞻性随机试验
Tanja Birrenbach,Josua Zbinden,George Papagiannakis et al.
Tanja Birrenbach et al.
Background: Although the proper use of hygiene and personal protective equipment (PPE) is paramount for preventing the spread of diseases such as COVID-19, health care personnel have been shown to use incorrect techniques...
A Cognitive Behavioral Therapy-, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial [0.03%]
认知行为疗法、生物反馈和基于游戏的e健康干预治疗患有长期身体疾病的儿童和年轻人的焦虑(星球救援):共同设计和开放试验
Hiran Thabrew,Karolina Stasiak,Harshali Kumar et al.
Hiran Thabrew et al.
Background: Approximately 10%-12% of New Zealand children and young people have long-term physical conditions (chronic illnesses) and are more likely to develop psychological problems, particularly anxiety and depression....
Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review [0.03%]
严肃游戏设计和物理康复的临床改善:系统评价
Catarina Vieira,Carla Ferreira da Silva Pais-Vieira,João Novais et al.
Catarina Vieira et al.
Background: Serious video games have now been used and assessed in clinical protocols, with several studies reporting patient improvement and engagement with this type of therapy. Even though some literature reviews have ...
The Impact of a Gameful Breathing Training Visualization on Intrinsic Experiential Value, Perceived Effectiveness, and Engagement Intentions: Between-Subject Online Experiment [0.03%]
游戏化呼吸训练可视化对内在体验价值、感知效果和参与意向的影响:线上的被试间实验
Yanick Xavier Lukic,Shari Shirin Klein,Victoria Brügger et al.
Yanick Xavier Lukic et al.
Background: Slow-paced breathing has been shown to be positively associated with psychological and physiological health. In practice, however, there is little long-term engagement with breathing training, as shown by the ...
The Effectiveness of Physical Education Games on Mathematics Achievement in a Sample of Students with Intellectual Disabilities [0.03%]
智力障碍学生体育游戏对数学学业成绩影响的实验研究
Tariq A Alsalhe,Nicola Luigi Bragazzi
Tariq A Alsalhe
Background: Innovative techniques for teaching to students with intellectual disabilities are applied across the world, since conventional methods may work less efficaciously for them. In this investigation, an innovative method was applied...