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...
Feasibility and Effects of Virtual Reality Motor-Cognitive Training in Community-Dwelling Older People With Cognitive Frailty: Pilot Randomized Controlled Trial [0.03%]
社区老年人认知虚弱的虚拟现实身心训练可行性及效果研究:试点随机对照试验
Rick Yiu Cho Kwan,Justina Yat Wa Liu,Kenneth Nai Kuen Fong et al.
Rick Yiu Cho Kwan et al.
Background: Cognitive frailty refers to the coexistence of physical frailty and cognitive impairment, and is associated with many adverse health outcomes. Although cognitive frailty is prevalent in older people, motor-cog...
A Therapeutic Game for Sexually Abused Children and Adolescents (Vil Du?!): Exploratory Mixed Methods Evaluation [0.03%]
一项针对遭受性侵害的儿童和青少年的游戏疗法(你愿意?!):探索性的混合方法评估
Joyce Johanna Endendijk,Henny Tichelaar,Menno Deen et al.
Joyce Johanna Endendijk et al.
Background: Talking about experiences of sexual abuse in therapy is difficult for children and adolescents. Possible reasons for this difficulty are a lack of vocabulary to describe the situation or feelings of shame, fea...
Medical Students' Perceptions of Play and Learning: Qualitative Study With Focus Groups and Thematic Analysis [0.03%]
关于医学生对玩耍和学习的认知:以焦点小组和主题分析为主的定性研究
A E J Van Gaalen,A D C Jaarsma,J R Georgiadis
A E J Van Gaalen
Background: In times where distance learning is becoming the norm, game-based learning (GBL) is increasingly applied to health profession education. Yet, decisions for if, when, how, and for whom GBL should be designed ca...