Virtual Reality Human-Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study [0.03%]
针对听觉语言幻觉患者的虚拟现实人机界面递送心理疗法的发展和可用性研究
Mischa Brander,Stephan T Egger,Noa Hürlimann et al.
Mischa Brander et al.
Background: Digital technologies have expanded the options for delivering psychotherapy, permitting for example, the treatment of schizophrenia using Avatar Therapy. Despite its considerable potential, this treatment meth...
A Virtual Reality Game to Change Sun Protection Behavior and Prevent Cancer: User-Centered Design Approach [0.03%]
基于用户中心设计的改变防晒行为预防皮肤癌的虚拟现实游戏
Caitlin Horsham,Ken Dutton-Regester,Jodie Antrobus et al.
Caitlin Horsham et al.
Background: Public health sun safety campaigns introduced during the 1980s have successfully reduced skin cancer rates in Australia. Despite this success, high rates of sunburn continue to be reported by youth and young a...
Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study [0.03%]
物理治疗专业学生基于游戏的学习成果:比较研究
Guadalupe Molina-Torres,Miguel Rodriguez-Arrastia,Raquel Alarcón et al.
Guadalupe Molina-Torres et al.
Background: University teaching methods are changing, and in response to a classical teacher-centered approach, new methods continue to strengthen knowledge acquisition by involving students more actively in their learnin...
Α Virtual Reality App for Physical and Cognitive Training of Older People With Mild Cognitive Impairment: Mixed Methods Feasibility Study [0.03%]
老年人轻度认知障碍的身心训练虚拟现实应用程序可行性研究:混合研究方法
Mary Hassandra,Evangelos Galanis,Antonis Hatzigeorgiadis et al.
Mary Hassandra et al.
Background: Therapeutic virtual reality (VR) has emerged as an effective treatment modality for cognitive and physical training in people with mild cognitive impairment (MCI). However, to replace existing nonpharmaceutica...
A Depth Camera-Based, Task-Specific Virtual Reality Rehabilitation Game for Patients With Stroke: Pilot Usability Study [0.03%]
基于深度相机的卒中患者任务特定虚拟现实康复游戏的可行性研究:试点可用性研究
Yangfan Xu,Meiqinzi Tong,Wai-Kit Ming et al.
Yangfan Xu et al.
Background: The use of virtual reality is popular in clinical rehabilitation, but the effects of using commercial virtual reality games in patients with stroke have been mixed. ...
The Development of an Escape Room-Based Serious Game to Trigger Social Interaction and Communication Between High-Functioning Children With Autism and Their Peers: Iterative Design Approach [0.03%]
基于逃出房间的 serious game 的开发以激发自闭症儿童与其同龄人之间的社交互动和交流:迭代设计方法
Gijs Terlouw,Derek Kuipers,Job van t Veer et al.
Gijs Terlouw et al.
Background: Children with autism spectrum disorder (ASD) have social deficits that affect social interactions, communication, and relationships with peers. Many existing interventions focus mainly on improving social skil...
Correction: The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey [0.03%]
纠正:健康游戏提示对自我效能的影响:在线组间实验调查
Priscilla Haring
Priscilla Haring
[This corrects the article DOI: 10.2196/20209.]. ©Priscilla Haring. Originally published in JMIR Serious Games (http://games.jmir.org), 22.03.2021.
Published Erratum
JMIR serious games. 2021 Mar 22;9(1):e28894. DOI:10.2196/28894 2021
Application of Eye Tracking in Puzzle Games for Adjunct Cognitive Markers: Pilot Observational Study in Older Adults [0.03%]
老年人认知辅助标志物在益智游戏中的眼动应用:观察性试点研究
Christine Krebs,Michael Falkner,Joel Niklaus et al.
Christine Krebs et al.
Background: Recent studies suggest that computerized puzzle games are enjoyable, easy to play, and engage attentional, visuospatial, and executive functions. They may help mediate impairments seen in cognitive decline in ...
How Gameful Experience Affects Public Knowledge, Attitudes, and Practices Regarding COVID-19 Among the Taiwanese Public: Cross-sectional Study [0.03%]
游戏化体验对台湾民众关于新冠肺炎的知识、态度和行为的影响:横断面研究
Li-Hsun Peng,Ming-Han Bai
Li-Hsun Peng
Background: In 2019, with the COVID-19 pandemic sweeping across the globe, public health systems worldwide faced severe challenges. Amid the pandemic, one simulation game, Plague Inc., has received substantial attention. ...
Preserved Inhibitory Control Deficits of Overweight Participants in a Gamified Stop-Signal Task: Experimental Study of Validity [0.03%]
过度体重参与者的抑制控制障碍在游戏化停止信号任务中的保留:有效性的实验研究
Philipp Alexander Schroeder,Johannes Lohmann,Manuel Ninaus
Philipp Alexander Schroeder
Background: Gamification in mental health could increase training adherence, motivation, and transfer effects, but the external validity of gamified tasks is unclear. This study documents that gamified task variants can s...