Evaluation of an AIDS Educational Mobile Game (AIDS Fighter · Health Defense) for Young Students to Improve AIDS-Related Knowledge, Stigma, and Attitude Linked to High-Risk Behaviors in China: Randomized Controlled Trial [0.03%]
针对中国年轻学生开发的艾滋病教育移动游戏(AIDS Fighter·Health Defense):随机对照试验评估其对提高艾滋相关知识、污名、态度与高危行为的影响
Jian Tang,Yu Zheng,Daiying Zhang et al.
Jian Tang et al.
Background: The AIDS epidemic among young students is serious, and effective preventive interventions are urgently needed. Game-based intervention has become an innovative way to change healthy behaviors, and we have deve...
Game Design in Mental Health Care: Case Study-Based Framework for Integrating Game Design Into Therapeutic Content [0.03%]
心理健康护理中的游戏设计:将游戏设计融入治疗内容的基于案例研究的框架
Panote Siriaraya,Valentijn Visch,Marilisa Boffo et al.
Panote Siriaraya et al.
While there has been increasing interest in the use of gamification in mental health care, there is a lack of design knowledge on how elements from games could be integrated into existing therapeutic treatment activities in a manner that is...
Christian Matthias Pawassar,Victor Tiberius
Christian Matthias Pawassar
Background: Research into the application of virtual reality technology in the health care sector has rapidly increased, resulting in a large body of research that is difficult to keep up with. ...
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...