Changes in Self-Reported Web-Based Gambling Activity During the COVID-19 Pandemic: Cross-sectional Study [0.03%]
COVID-19大流行期间自我报告的基于网络的赌博活动的变化:横断面研究
Emma Claesdotter-Knutsson,Anders Håkansson
Emma Claesdotter-Knutsson
Background: The COVID‑19 pandemic has affected not only somatic health with over 3.7 million deaths worldwide, but also has had a huge impact on psychological health, creating what amounts to a mental health crisis. The ...
A Telehealth System Incorporating a Serious Game Intervention to Aid Occupational Therapists in Identifying and Treating Children With Difficulty Crossing the Body's Midline: Key Informant Interviews Among Occupational Therapists [0.03%]
结合严肃游戏干预的远程健康系统,以帮助职业治疗师识别和治疗存在身体中线穿越困难的儿童:来自职业治疗师的关键信息访谈
Jonathan Jacobs,Reolyn Heymann,Jacob Jacobus Greeff
Jonathan Jacobs
Background: The midline is an imaginary line that isolates the left and right parts of the body. Crossing the midline infers that a body part (eg, hand or foot) can spontaneously move over to the opposite side of the body...
An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study [0.03%]
用于老年人的Kinect互动物理-认知游戏训练系统:开发和适用性研究
Teerawat Kamnardsiri,Kochaphan Phirom,Sirinun Boripuntakul et al.
Teerawat Kamnardsiri et al.
Background: Declines in physical and cognitive functions are recognized as important risk factors for falls in older adults. Promising evidence suggests that interactive game-based systems that allow simultaneous physical...
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....