Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review [0.03%]
数字游戏化在增强疫苗知识和接种率方面的应用:系统综述
Ilaria Montagni,Inass Mabchour,Christophe Tzourio
Ilaria Montagni
Background: Vaccine hesitancy is a growing threat to population health, and effective interventions are needed to reduce its frequency. Digital gamification is a promising new approach to tackle this public health issue. ...
Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review [0.03%]
纳入患者用药的严肃游戏系统文献综述
Olufunmilola Abraham,Sarah LeMay,Sarah Bittner et al.
Olufunmilola Abraham et al.
Background: The United States spends more than US $100 billion annually on the impact of medication misuse. Serious games are effective and innovative digital tools for educating patients about positive health behaviors. ...
Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study [0.03%]
针对蜘蛛恐惧症的游戏化和自动化虚拟现实暴露疗法体验:定性研究
Philip Lindner,Alexander Rozental,Alice Jurell et al.
Philip Lindner et al.
Background: Virtual reality exposure therapy is an efficacious treatment of anxiety disorders, and recent research suggests that such treatments can be automated, relying on gamification elements instead of a real-life th...
Correction: Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights [0.03%]
基于研究社区见解的以理论和证据为基础的健康类 serious games 开发理论的修正框架
Sarah Verschueren,Connor Buffel,Geert Vander Stichele
Sarah Verschueren
[This corrects the article DOI: 10.2196/11565.]. ©Sarah Verschueren, Connor Buffel, Geert Vander Stichele. Originally published in JMIR Serious Games (h...
Published Erratum
JMIR serious games. 2020 Apr 28;8(2):e18515. DOI:10.2196/18515 2020
Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study [0.03%]
面向学习困难儿童的智能严肃游戏开发与评估:观察性研究
Andrej Flogie,Boris Aberšek,Metka Kordigel Aberšek et al.
Andrej Flogie et al.
Background: Positive results can be obtained through game-based learning, but children with physical disabilities have fewer opportunities to participate in enjoyable physical activity. Because intelligent serious games c...
Nutritional Education and Promotion of Healthy Eating Behaviors Among Mexican Children Through Video Games: Design and Pilot Test of FoodRateMaster [0.03%]
通过视频游戏进行墨西哥儿童营养教育和促进健康饮食行为的设计与试点测试:FoodRateMaster游戏
Ismael Edrein Espinosa-Curiel,Edgar Efrén Pozas-Bogarin,Jorge Luis Lozano-Salas et al.
Ismael Edrein Espinosa-Curiel et al.
Background: Childhood obesity has risen dramatically in recent decades, reaching epidemic levels. Children need guidance on and support for maintaining a healthy diet and physical activity to ensure that they grow appropr...
Using a Virtual Serious Game (Deusto-e-motion1.0) to Assess the Theory of Mind in Primary School Children: Observational Descriptive Study [0.03%]
使用虚拟严肃游戏(Deusto-emotion1.0)评估小学生的意向论心理学理论:观察性描述性研究
Esther Lázaro,Imanol Amayra,Juan Francisco López-Paz et al.
Esther Lázaro et al.
Background: Given the interactive media characteristics and intrinsically motivating appeal, virtual serious games are often praised for their potential for assessment and treatment. ...
Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation [0.03%]
针对老年人的严肃运动游戏:易用性、表现及缓解疼痛评估
Philipp Brauner,Martina Ziefle
Philipp Brauner
Background: Many societies are facing demographic changes that challenge the viability of health and welfare systems. Serious games for health care and ambient assisted living (AAL) offer health benefits and support for o...
Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review [0.03%]
针对医疗保健提供者、患者和公共卫生用户的情境下的健康教育 serious games:范畴性综述
Nahid Sharifzadeh,Hadi Kharrazi,Elham Nazari et al.
Nahid Sharifzadeh et al.
Background: Serious educational games have shown effectiveness in improving various health outcomes. Previous reviews of health education games have focused on specific diseases, certain medical subjects, fixed target gro...
Using String Metrics to Improve the Design of Virtual Conversational Characters: Behavior Simulator Development Study [0.03%]
利用字符串 metrics 改进虚拟会话角色的设计:行为模拟器开发研究
Santiago García-Carbajal,María Pipa-Muniz,Jose Luis Múgica
Santiago García-Carbajal
Background: An emergency waiting room is a place where conflicts often arise. Nervous relatives in a hostile, unknown environment force security and medical staff to be ready to deal with some awkward situations. Addition...