Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study [0.03%]
基于人群的中断时间序列分析《精灵宝可梦·GO》对自残的影响:准实验研究
Rosa Sze Man Wong,Frederick Ka Wing Ho,Keith Tsz Suen Tung et al.
Rosa Sze Man Wong et al.
Background: Pokémon Go is a very popular location-based augmented reality game with widespread influences over the world. An emerging body of research demonstrates that playing Pokémon Go can lead to improvements in phy...
Gamifying Parenting Education Using an App Developed for Pacific and Other New Zealand Families (Play Kindly): Qualitative Study [0.03%]
基于游戏的教养方式:针对太平洋岛裔和新西兰其他家庭开发的一款育儿软件(Play Kindly)定性研究
Rebecca A Mairs,Marthinus J Bekker,Tony Patolo et al.
Rebecca A Mairs et al.
Background: Play Kindly is a gamified animated app designed to address common behavioral problems in childhood. The interface is designed to appeal to Pacific people, a population group with a higher risk of developing cl...
Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module [0.03%]
COVID-19大流行期间教学足够的院前个人防护装备使用:开发游戏化电子学习模块
Mélanie Suppan,Birgit Gartner,Eric Golay et al.
Mélanie Suppan et al.
Background: The coronavirus disease (COVID-19) pandemic has led to increased use of personal protective equipment (PPE). Adequate use of this equipment is more critical than ever because the risk of shortages must be bala...
Serious Games for Nutritional Education: Online Survey on Preferences, Motives, and Behaviors Among Young Adults at University [0.03%]
营养教育中的严肃游戏:大学生群体在线偏好、动机和行为调查
Sophie Laura Holzmann,Hanna Schäfer,David Alexander Plecher et al.
Sophie Laura Holzmann et al.
Background: Data on nutritional information and digital gameplay are limited among young adults in Germany. Objective: This survey aime...
Development and Preliminary Usability Evaluation of a Somatosensory Square Dance System for Older Chinese Persons: Mixed Methods Study [0.03%]
老年人体感广场舞系统的设计及初步适用性评价:混合研究方法
Chin-Wen Yu,Pei-Luen Patrick Rau,Xueqian Liu
Chin-Wen Yu
Background: Chinese square dancing, known as guangchang wu in Chinese, is a well-known public fitness activity that provides an entertaining way for older Chinese women to improve their flexibility, lower extremity streng...
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study [0.03%]
一种行为改变激励游戏——《精灵宝可梦GO》的功能特征探究:质性研究
Jonne Arjoranta,Tuomas Kari,Markus Salo
Jonne Arjoranta
Background: Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players' behaviors, there is limited knowledge about dif...
Virtual Reality-Based Executive Function Rehabilitation System for Children With Traumatic Brain Injury: Design and Usability Study [0.03%]
基于虚拟现实的儿童创伤性脑损伤执行功能康复系统的设计和易用性研究
Jiabin Shen,Henry Xiang,John Luna et al.
Jiabin Shen et al.
Background: Traumatic brain injury (TBI) poses a significant threat to children's health. Cognitive rehabilitation for pediatric TBI has the potential to improve the quality of life following the injury. Virtual reality (...
Can Social Communication Skills for Children Diagnosed With Autism Spectrum Disorder Rehearsed Inside the Video Game Environment of Minecraft Generalize to the Real World? [0.03%]
自闭症谱系障碍儿童的社交沟通技能能在《我的世界》游戏中练习并迁移到现实生活中吗?
Lee Cadieux,Mickey Keenan
Lee Cadieux
In this paper, we outline opportunities within the video game environment for building skills applicable to real-world issues faced by some children. The game Minecraft is extremely popular and of particular interest to children diagnosed w...
Construct Validity of a Serious Game for Laparoscopic Skills Training: Validation Study [0.03%]
模拟游戏用于腹腔镜技能培训的构念效度:验证性研究
Wouter IJgosse,Harry van Goor,Camiel Rosman et al.
Wouter IJgosse et al.
Background: Surgical residents underutilize opportunities for traditional laparoscopic simulation training. Serious gaming may increase residents' motivation to practice laparoscopic skills. However, little is known about...
Development and Feasibility Testing of a Video Game to Reduce High-Risk Heterosexual Behavior in Spanish-Speaking Latinx Adolescents: Mixed Methods Study [0.03%]
面向讲西班牙语的拉丁裔青少年减少高风险异性行为的视频游戏的研发及可行性测试:混合研究方法研究
Meredith J Pensak,Lisbet S Lundsberg,Nancy L Stanwood et al.
Meredith J Pensak et al.
Background: Similar to broader health disparities, Latinx adolescents have higher rates of high-risk sexual behavior resulting in pregnancy rates that are 2 times higher and sexually transmitted infection rates that are 5...