Insights on the User Experience and Feasibility of an Electromyography-Driven Exergame Combined With Blood Flow Restriction for Strength Training in Hospitalized Older Adults: Mixed Methods Randomized Controlled Feasibility Study [0.03%]
肌电驱动联合血压限制的体感游戏在住院老年人中进行力量训练的用户体验和可行性的混合方法随机对照试验的见解
Ruben Debeuf,Reinhard Claeys,Margo Berlanger et al.
Ruben Debeuf et al.
Background: Hospitalized older adults often spend prolonged periods of time bedridden, leading to decreased muscle strength and function. To tackle this, rehabilitation aims to keep patients active and train affected musc...
Technology-Assisted Motor-Cognitive Training Among Older Adults: Rapid Systematic Review of Randomized Controlled Trials [0.03%]
老年人技术辅助的运动认知训练:随机对照试验的快速系统评价
Yaqin Li,Yaqian Liu,Angela Ym Leung et al.
Yaqin Li et al.
Background: Age-related physiological changes in older adults involve a rapid decline in motor exercise ability; some older adults may also experience difficulties in maintaining focus, memory loss, and a decline in react...
The Positive Effect of Video-Game Play on College Students' Anxiety and Depression Symptoms During the COVID-19 Pandemic Shelter-in-Place Lockdowns: Mixed Methods Study [0.03%]
新冠疫情封锁隔离期间电子游戏对美国大学生焦虑和抑郁症状的积极影响:混合研究方法研究
Fengbin Hu,Zixue Tai,Jianping Liu
Fengbin Hu
Background: A growing body of research has examined the connection between video game play and relief from anxiety and depressive symptoms during the COVID-19 pandemic years. However, evidence has been limited in dissecti...
The Impact of Gamified Interventions on the Management of Chronic Obstructive Pulmonary Disease: Systematic Literature Review [0.03%]
游戏化干预措施对慢性阻塞性肺疾病管理的影响:系统文献回顾
Jinsong Chen,Tingzhong Yang,Qilian He et al.
Jinsong Chen et al.
Background: Chronic obstructive pulmonary disease (COPD) requires consistent sustained management, including regular physical activity, pulmonary rehabilitation, and self-care adherence. Despite strong clinical guidelines...
Efficacy of Motion-Sensing Game-Assisted Pulmonary Rehabilitation in Patients With Chronic Obstructive Pulmonary Disease: Systematic Review and Meta-Analysis of Randomized Controlled Trials [0.03%]
基于随机对照试验的体感运动游戏辅助慢阻肺患者康复疗效的系统综述和 meta 分析
Cuirong Hu,Xia Lan,Yanwen Luo et al.
Cuirong Hu et al.
Background: While motion-sensing game (MSG) platforms provide immersive, real-time feedback environments for rehabilitation, research findings on their effectiveness in chronic obstructive pulmonary disease (COPD) pulmona...
Haptic-Driven Serious Card Games for Older Adults: User Preferences Study [0.03%]
基于老年人偏好的体感触觉 serious card games 用户偏好研究
Xin Huang,Nazlena Mohamad Ali,Shafrida Sahrani
Xin Huang
Background: Haptic feedback technology is widely used, including in serious games. It is an additional sensory method that supplements audio and vision, provides a novel user experience through a physical control layer, a...
Active Video Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity [0.03%]
老年人主动视频游戏训练:用户体验、工作量、乐趣和强度的比较研究
Néva Béraud-Peigné,Alexandra Perrot,Pauline Maillot
Néva Béraud-Peigné
Background: Given the appeal of active video games (AVG), many tools are now being used for combined training in older adults. However, there is a lack of comparative data to determine which type of AVG is better suited t...
Factors Influencing Virtual Reality as a Distraction Tool for Venipuncture in Children: Observational Pilot Feasibility Study [0.03%]
儿童穿刺用虚拟现实分心工具的影响因素:观察性可行性研究
Chris Worth,Leyi Yang,Catherine Fullwood et al.
Chris Worth et al.
Background: Virtual reality (VR) is increasingly used as a distraction tool for painful procedures in children. Studies have shown variable benefit but have not identified factors to maximize utility. ...
Domain-Specific Evaluation of Exergame Metrics Among Older Adults With Mild Neurocognitive Disorder: Secondary Analysis of 2 Randomized Controlled Trials [0.03%]
针对轻度神经认知障碍老年人的体感游戏评测指标实证研究:两项随机对照试验的二次分析
Wanda Kaiser,Eling D de Bruin,Patrick Manser
Wanda Kaiser
Background: Exergame-based training enhances physical and cognitive performance in older adults, including those with mild neurocognitive disorder (mNCD). In-game metrics generated from user interactions with exergames en...
Discriminative Power of the Serious Game Attention Slackline in Children and Adolescents With and Without Attention-Deficit/Hyperactivity Disorder: Validation Study [0.03%]
面向注意缺陷多动障碍患儿和正常儿童青少年的差异化注意力障碍诊断游戏“Attention Slackline”的有效性验证研究
Nicolás Ruiz-Robledillo,Ignacio Lucas,Rosario Ferrer-Cascales et al.
Nicolás Ruiz-Robledillo et al.
Background: Attention-deficit/hyperactivity disorder (ADHD) is a prevalent neurodevelopmental condition characterized by inattention, hyperactivity, and impulsivity, significantly impacting the psychological, social, and ...