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). ...
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. ...