Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation [0.03%]
基于站立和坐姿全身手势的沉浸式虚拟现实运动游戏的重复测量设计实验的结果和指导方针:同一受试者实验评估
Wenge Xu,Hai-Ning Liang,Qiuyu He et al.
Wenge Xu et al.
Background: Although full-body seated exercises have been studied in a wide range of settings (ie, homes, hospitals, and daycare centers), they have rarely been converted to seated exergames. In addition, there is an incr...
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance [0.03%]
严肃游戏的质量标准:严肃元素、游戏元素及其平衡性
Polona Caserman,Katrin Hoffmann,Philipp Müller et al.
Polona Caserman et al.
Serious games are digital games that have an additional goal beyond entertainment. Recently, many studies have explored different quality criteria for serious games, including effectiveness and attractiveness. Unfortunately, the double miss...
Immersive Virtual Reality for the Reduction of State Anxiety in Clinical Interview Exams: Prospective Cohort Study [0.03%]
沉浸式虚拟现实技术在临床面试考试中缓解状态焦虑的疗效研究:前瞻性的队列研究
Brendan Joseph Concannon,Shaniff Esmail,Mary Roduta Roberts
Brendan Joseph Concannon
Background: Immersive virtual reality (VR) with head-mounted display was used to determine if clinical interview simulation could reduce the anxiety levels of first-year occupational therapy (OT) students as they prepared...
Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study [0.03%]
基于游戏化的移动应用程序Ethoshunt在伦理教育中的评估:混合方法试点研究
Noor Syamilah Zakaria,M Iqbal Saripan,Neerushah Subarimaniam et al.
Noor Syamilah Zakaria et al.
Background: Gamification has remarkable potential in the learning space. The process of creating a gamified system and its influence on human behavior reflect the interaction between educators and machines. ...
Developing a Theory-Driven Serious Game to Promote Prescription Opioid Safety Among Adolescents: Mixed Methods Study [0.03%]
基于理论的 serious game 的开发促进青少年安全使用处方阿片类药物:混合方法研究
Olufunmilola Abraham,Tanvee Thakur,Randall Brown
Olufunmilola Abraham
Background: Adolescents in North America are severely affected by the opioid crisis, yet there are limited educational resources for educating teens about prescription opioid safety and misuse. Empirical literature lacks ...
Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review [0.03%]
针对轻度认知障碍或痴呆人群改善认知和身体功能的体感游戏效果系统评价
Yinan Zhao,Hui Feng,Xinyin Wu et al.
Yinan Zhao et al.
Background: Individuals with mild cognitive impairment and dementia have impaired physical and cognitive functions, leading to a reduced quality of life compared with those without such impairment. Exergaming, which is de...
Controlling for Placebo Effects in Computerized Cognitive Training Studies With Healthy Older Adults From 2016-2018: Systematic Review [0.03%]
2016至2018年健康老年人认知训练研究中排除安慰剂效应的系统评价
Alexander Masurovsky
Alexander Masurovsky
Background: Computerized cognitive training has been proposed as a potential solution to age-related cognitive decline. However, published findings from evaluation studies of cognitive training games, including metastudie...
Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study [0.03%]
虚拟现实游戏通过身体参与提高积极情绪和减少焦虑的内在关系:同一受试者试点研究
Federica Pallavicini,Alessandro Pepe
Federica Pallavicini
Background: In the last few years, the introduction of immersive technologies, especially virtual reality, into the gaming market has dramatically altered the traditional concept of video games. Given the unique features ...
Development and Validation of the Reasons to Exergame (RTEX) Scale in Young Adults: Exploratory Factors Analysis [0.03%]
年轻人参加积极游戏的探索性因素分析及其量表的开发与验证
Erin OLoughlin,Catherine M Sabiston,Lisa Kakinami et al.
Erin OLoughlin et al.
Background: Exergaming is associated with positive health benefits; however, little is known about what motivates young people to exergame. Objective: ...
Age-Associated Capacity to Progress When Playing Cognitive Mobile Games: Ecological Retrospective Observational Study [0.03%]
基于生态学的回顾性观察研究:认知移动游戏中的年龄相关进步能力
Bruno Bonnechère,Jean-Christophe Bier,Olivier Van Hove et al.
Bruno Bonnechère et al.
Background: The decline of cognitive function is an important issue related to aging. Over the last few years, numerous mobile apps have been developed to challenge the brain with cognitive exercises; however, little is c...