A Personalized Home-Based Rehabilitation Program Using Exergames Combined With a Telerehabilitation App in a Chronic Stroke Survivor: Mixed Methods Case Study [0.03%]
基于游戏的远程居家康复在慢性卒中患者中的混合研究案例:一款远程康复软件加可玩游戏的家庭康复项目
Dorra Rakia Allegue,Dahlia Kairy,Johanne Higgins et al.
Dorra Rakia Allegue et al.
Background: In Canada, only 11% of stroke survivors have access to outpatient and community-based rehabilitation after discharge from inpatient rehabilitation. Hence, innovative community-based strategies are needed to pr...
Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games [0.03%]
gaming与心理健康:使用商业视频游戏缓解抑郁和焦虑症状的叙述性综述
Magdalena Kowal,Eoin Conroy,Niall Ramsbottom et al.
Magdalena Kowal et al.
Globally, depression and anxiety are the two most prevalent mental health disorders. They occur both acutely and chronically, with various symptoms commonly expressed subclinically. The treatment gap and stigma associated with such mental h...
Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review [0.03%]
利用户端使用者参与医疗保健专业人员教育类严肃游戏开发的系统性描述性复习
Marc-André Maheu-Cadotte,Véronique Dubé,Sylvie Cossette et al.
Marc-André Maheu-Cadotte et al.
Background: On the basis of ethical and methodological arguments, numerous calls have been made to increase the involvement of end users in the development of serious games (SGs). Involving end users in the development pr...
Brain Exercising Games With Consumer-Grade Single-Channel Electroencephalogram Neurofeedback: Pre-Post Intervention Study [0.03%]
基于单通道脑电图的神经反馈益智游戏对大脑认知能力的影响研究
Pasin Israsena,Suwicha Jirayucharoensak,Solaphat Hemrungrojn et al.
Pasin Israsena et al.
Background: The aging population is one of the major challenges affecting societies worldwide. As the proportion of older people grows dramatically, so does the number of age-related illnesses such as dementia-related ill...
A Prediction Model for Detecting Developmental Disabilities in Preschool-Age Children Through Digital Biomarker-Driven Deep Learning in Serious Games: Development Study [0.03%]
基于数字生物标志物驱动的深度学习在严肃游戏中的预测模型以检测学龄前儿童发育障碍:开发性研究
Ho Heon Kim,Jae Il An,Yu Rang Park
Ho Heon Kim
Background: Early detection of developmental disabilities in children is essential because early intervention can improve the prognosis of children. Meanwhile, a growing body of evidence has indicated a relationship betwe...
User Experience With Dynamic Difficulty Adjustment Methods for an Affective Exergame: Comparative Laboratory-Based Study [0.03%]
情感运动游戏动态难度调整方法的用户体验:比较实验室研究
Ali Darzi,Sean M McCrea,Domen Novak
Ali Darzi
Background: In affective exergames, game difficulty is dynamically adjusted to match the user's physical and psychological state. Such an adjustment is commonly made based on a combination of performance measures (eg, in-...
Developing Adaptive Serious Games for Children With Specific Learning Difficulties: A Two-phase Usability and Technology Acceptance Study [0.03%]
面向学习障碍儿童的适应性严肃游戏开发:一项两阶段的可用性和技术接受研究
Oguzcan Yildirim,Elif Surer
Oguzcan Yildirim
Background: Specific learning difficulties (SpLD) include several disorders such as dyslexia, dyscalculia, and dysgraphia, and the children with these SpLD receive special education. However, the studies and the education...
Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach [0.03%]
针对中老年人群改善游戏体验的移动游戏设计指南:以用户为中心的设计方法
Seyeon Lee,Hyunyoung Oh,Chung-Kon Shi et al.
Seyeon Lee et al.
Background: The number of older adult gamers who play mobile games is growing worldwide. Earlier studies have reported that digital games provide cognitive, physical, and socioemotional benefits for older adults. However,...
Correction: Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies [0.03%]
用户中心的运动视频游戏的设计与评估多发性硬化症患者的使用及可行性研究纠正意见
Alexandra Schättin,Stephan Häfliger,Alain Meyer et al.
Alexandra Schättin et al.
[This corrects the article DOI: 10.2196/22826.]. ©Alexandra Schättin, Stephan Häfliger, Alain Meyer, Barbara Früh, Sonja Böckler, Yannic Hungerbühl...
Published Erratum
JMIR serious games. 2021 May 13;9(2):e30326. DOI:10.2196/30326 2021
A Virtual Reality-Based App to Educate Health Care Professionals and Medical Students About Inflammatory Arthritis: Feasibility Study [0.03%]
基于虚拟现实的应用程序让卫生专业人员和医学生了解炎性关节病:可行性研究
Philipp Klemm,Arnd Kleyer,Koray Tascilar et al.
Philipp Klemm et al.
Background: Inflammatory arthritides (IA) such as rheumatoid arthritis or psoriatic arthritis are disorders that can be difficult to comprehend for health professionals and students in terms of the heterogeneity of clinic...