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...
The Effect of a Serious Health Game on Children's Eating Behavior: Cluster-Randomized Controlled Trial [0.03%]
健康游戏对儿童饮食行为的影响:分层随机对照试验
Frans Folkvord,Gosse Haga,Alexandra Theben
Frans Folkvord
Background: Currently, children's dietary intake patterns do not meet prescribed dietary guidelines. Consequently, childhood obesity is one of the most serious health concerns. Therefore, innovative methods need to be dev...
A Virtual Reality Game (The Secret Trail of Moon) for Treating Attention-Deficit/Hyperactivity Disorder: Development and Usability Study [0.03%]
基于虚拟现实游戏的注意缺陷多动障碍治疗方案的研发和可用性研究(月之秘境)
Maria Rodrigo-Yanguas,Marina Martin-Moratinos,Angela Menendez-Garcia et al.
Maria Rodrigo-Yanguas et al.
Background: Attention-deficit/hyperactivity disorder (ADHD) affects between 4% and 8% of children worldwide. The treatment of choice is multimodal treatment. Multimodal interventions for ADHD may be improved by incorporat...
A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development [0.03%]
一种针对紧急医疗的教育逃脱游戏开发方法学,该游戏旨在学习团队合作和诊断能力
Laure Abensur Vuillaume,Garry Laudren,Alexandre Bosio et al.
Laure Abensur Vuillaume et al.
Background: In the health care environment, teamwork is paramount, especially when referring to patient safety. We are interested in recent and innovative solutions such as escape games, which is a type of adventure game ...
Feasibility of Virtual Reality Audiological Testing: Prospective Study [0.03%]
基于虚拟现实的听力评估可行性研究:前瞻性研究
Hye Yoon Seol,Soojin Kang,Jihyun Lim et al.
Hye Yoon Seol et al.
Background: It has been noted in the literature that there is a gap between clinical assessment and real-world performance. Real-world conversations entail visual and audio information, yet there are not any audiological ...
Perspectives on the Gamification of an Interactive Health Technology for Postoperative Rehabilitation of Pediatric Anterior Cruciate Ligament Reconstruction: User-Centered Design Approach [0.03%]
基于用户中心设计的互动健康技术在游戏中康复儿科前交叉韧带重建术后患者的视角研究
Michael McClincy,Liliana G Seabol,Michelle Riffitts et al.
Michael McClincy et al.
Background: Pediatric and adolescent athletes are a large demographic undergoing anterior cruciate ligament reconstruction (ACL-R). Postoperative rehabilitation is critical, requiring patients to complete home exercise pr...
Active Video Gaming Using an Adapted Gaming Mat in Youth and Adults With Physical Disabilities: Observational Study [0.03%]
适用于身体残疾的青年和成年人使用改良游戏垫进行积极视频游戏活动的研究性观察
Laurie A Malone,Ganisher K Davlyatov,Sangeetha Padalabalanarayanan et al.
Laurie A Malone et al.
Background: A common leisure-time activity amongst youth and adults in the United States is video gameplay. Playing video games is typically a sedentary endeavor; however, to encourage an increased level of physical activ...
The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review [0.03%]
注意力评估数字化游戏的制作与评价:系统综述
Katelyn Wiley,Raquel Robinson,Regan L Mandryk
Katelyn Wiley
Background: Serious games are now widely used in many contexts, including psychological research and clinical use. One area of growing interest is that of cognitive assessment, which seeks to measure different cognitive f...