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
Software Engineering Frameworks Used for Serious Games Development in Physical Rehabilitation: Systematic Review [0.03%]
用于物理康复的严肃游戏开发所使用的软件工程框架:系统性回顾
Jorge Fernando Ambros-Antemate,María Del Pilar Beristain-Colorado,Marciano Vargas-Treviño et al.
Jorge Fernando Ambros-Antemate et al.
Background: Serious games are a support in the rehabilitation process for treating people with physical disabilities. However, many of these serious games are not adapted to the patient's needs because they are not develo...
Evidence of Construct Validity of Computer-Based Tests for Clinical Reasoning: Instrument Validation Study [0.03%]
基于计算机的临床推理测试结构效度证据:仪器验证研究
Tianming Zuo,Baozhi Sun,Xu Guan et al.
Tianming Zuo et al.
Background: Clinical reasoning (CR) is a fundamental skill for all medical students. In our medical education system, however, there are shortcomings in the conventional methods of teaching CR. New technology is needed to...
Christian Alexander Garske,Matthew Dyson,Sigrid Dupan et al.
Christian Alexander Garske et al.
Serious games show a lot of potential for use in movement rehabilitation (eg, after a stroke, injury to the spinal cord, or limb loss). However, the nature of this research leads to diversity both in the background of the researchers and in...
Investigating the Use of a Serious Game to Improve Opioid Safety Awareness Among Adolescents: Quantitative Study [0.03%]
调查严肃游戏在提高青少年阿片类药物安全意识中的应用:定量研究
Olufunmilola Abraham,Claire Rosenberger,Kathleen Tierney et al.
Olufunmilola Abraham et al.
Background: The misuse of opioid medications among adolescents is a serious problem in the United States. Serious games (SGs) are a novel way to promote the safe and responsible management of opioid medications among adol...
Development and Validation of a Mobile Game for Culturally Sensitive Child Sexual Abuse Prevention Education in Tanzania: Mixed Methods Study [0.03%]
坦桑尼亚儿童性虐待预防教育的文化敏感型移动游戏的研发与验证:混合方法研究
Maria Proches Malamsha,Elingarami Sauli,Edith Talina Luhanga
Maria Proches Malamsha
Background: Globally, 3 out of 20 children experience sexual abuse before the age of 18 years. Educating children about sexual abuse and prevention is an evidence-based strategy that is recommended for ending child sexual...
Feasibility of a Sensor-Controlled Digital Game for Heart Failure Self-management: Randomized Controlled Trial [0.03%]
传感器控制数字游戏用于心力衰竭自我管理的可行性研究:随机对照试验
Kavita Radhakrishnan,Christine Julien,Tom Baranowski et al.
Kavita Radhakrishnan et al.
Background: Poor self-management of heart failure (HF) contributes to devastating health consequences. Our innovative sensor-controlled digital game (SCDG) integrates data from sensors to trigger game rewards, progress, a...
Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study [0.03%]
解析数字卡牌游戏以获取轻度认知障碍的评估数字化生物标志物:方法学途径与探索性研究
Karsten Gielis,Marie-Elena Vanden Abeele,Robin De Croon et al.
Karsten Gielis et al.
Background: Mild cognitive impairment (MCI), the intermediate cognitive status between normal cognitive decline and pathological decline, is an important clinical construct for signaling possible prodromes of dementia. Ho...