A Serious Game on the First-Aid Procedure in Choking Scenarios: Design and Evaluation Study [0.03%]
哽塞场合的急救程序严肃游戏:设计与评估研究
Imma Boada,Antonio Rodriguez Benitez,Santiago Thió-Henestrosa et al.
Imma Boada et al.
Background: Choking is one of the causes of unintentional injury death. Gaining the knowledge of the first-aid procedure that has to be applied in case of choking can increase the chances of survival of persons with choki...
Effect of Computer Debriefing on Acquisition and Retention of Learning After Screen-Based Simulation of Neonatal Resuscitation: Randomized Controlled Trial [0.03%]
计算机屏幕上的新生儿复苏模拟教学在学习效果和知识巩固方面的随机对照试验研究
Daphne Michelet,Jessy Barre,Jennifer Truchot et al.
Daphne Michelet et al.
Background: Debriefing is key in a simulation learning process. Objective: This study focuses on the impact of computer debriefing on l...
A Graded Exposure, Locomotion-Enabled Virtual Reality App During Walking and Reaching for Individuals With Chronic Low Back Pain: Cohort Gaming Design [0.03%]
慢性下背痛患者在行走和抓取过程中的步态暴露,运动能力虚拟现实应用程序:队列游戏设计
Rebecca White Hennessy,Deanna Rumble,Mike Christian et al.
Rebecca White Hennessy et al.
Background: Chronic low back pain (cLBP) can interfere with daily activities, and individuals with elevated pain-related fear (also known as kinesiophobia or the fear of injury due to movement) can develop worse long-term...
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis [0.03%]
游戏化对计算机认知训练效果的影响:系统评价和元分析
Julie F Vermeir,Melanie J White,Daniel Johnson et al.
Julie F Vermeir et al.
Background: There has been a growing interest in the application of gamification (ie, the use of game elements) to computerized cognitive training. The introduction of targeted gamification features to such tasks may incr...
Designing a Virtual Reality Game for Promoting Empathy Toward Patients With Chronic Pain: Feasibility and Usability Study [0.03%]
设计一款虚拟现实游戏以促进对慢性疼痛患者的同理心:可行性与使用研究
Xin Tong,Diane Gromala,Seyedeh Pegah Kiaei Ziabari et al.
Xin Tong et al.
Background: Many researchers have been evaluating how digital media may impact the emotional and perspective taking aspects of empathy in both clinical and nonclinical settings. Despite the growing interest in using virtu...
Exploring User Needs in the Development of a Virtual Reality-Based Advanced Life Support Training Platform: Exploratory Usability Study [0.03%]
基于虚拟现实的高级生命支持训练平台开发中的用户需求探索:探索性可用性研究
Nathan Moore,Soojeong Yoo,Philip Poronnik et al.
Nathan Moore et al.
Background: Traditional methods of delivering Advanced Life Support (ALS) training and reaccreditation are resource-intensive and costly. Interactive simulations and gameplay using virtual reality (VR) technology can comp...
User Experience of Interactive Technologies for People With Dementia: Comparative Observational Study [0.03%]
痴呆症患者的交互技术用户体验:比较观察研究
Luis Duarte Andrade Ferreira,Henrique Ferreira,Sofia Cavaco et al.
Luis Duarte Andrade Ferreira et al.
Background: Serious games (SGs) are used as complementary approaches to stimulate patients with dementia. However, many of the SGs use out-of-the-shelf technologies that may not always be suitable for such populations, as...
An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study [0.03%]
用于紧急情况模拟培训的沉浸式多用户虚拟现实系统:易用性研究
Dieter Lerner,Stefan Mohr,Jonas Schild et al.
Dieter Lerner et al.
Background: Virtual reality (VR) is increasingly used as simulation technology in emergency medicine education and training, in particular for training nontechnical skills. Experimental studies comparing teaching and lear...
Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review [0.03%]
行为健康严肃游戏干预措施在慢性疾病成人患者中的应用:范围综述
Teresa Hagan Thomas,Varshini Sivakumar,Dmitriy Babichenko et al.
Teresa Hagan Thomas et al.
Background: Serious games for health are increasingly being used to address health outcomes in patients with chronic illnesses. These studies vary in their study designs, patient populations, frameworks, outcome variables...
Reasons to Engage in and Learning Experiences From Different Play Strategies in a Web-Based Serious Game on Delirium for Medical Students: Mixed Methods Design [0.03%]
面向医学生的网络严重游戏中的不同游玩策略的参与动机和学习体验:混合方法设计
Kiki R Buijs-Spanjers,Harianne Hm Hegge,Fokie Cnossen et al.
Kiki R Buijs-Spanjers et al.
Background: Although many studies have recently been published on the value of serious games for medical education, little attention has been given to the role of dark play (choosing unacceptable actions in games). ...