Learner Analysis to Inform the Design and Development of a Serious Game for Nongaming Female Emerging Health Care Preprofessionals: Qualitative Sample Study [0.03%]
针对非游戏女性准医疗专业人员的严肃游戏设计与开发的学习者分析研究:定性样本研究
Kevin Glover,Alec Bodzin
Kevin Glover
Background: Overall, 75% of health care practitioners are women, but half of all females do not play digital games of any kind. There is no consensus in the literature regarding optimal design elements to maximize the eff...
Improving Maximal Strength in the Initial Postoperative Phase After Anterior Cruciate Ligament Reconstruction Surgery: Randomized Controlled Trial of an App-Based Serious Gaming Approach [0.03%]
膝关节前交叉韧带重建术后初期康复阶段应用基于应用程序的严肃游戏提高最大肌力的随机对照试验
Jan-Dierk Clausen,Niclas Nahen,Hauke Horstmann et al.
Jan-Dierk Clausen et al.
Background: Anterior cruciate ligament reconstruction surgery is one of the most common orthopedic procedures. One of the main factors that influence the outcome is regaining strength in the postoperative phase. Because a...
Design Strategies for Virtual Reality Interventions for Managing Pain and Anxiety in Children and Adolescents: Scoping Review [0.03%]
用于管理和缓解儿童和青少年疼痛及焦虑的虚拟现实干预的设计策略:系统综述研究
Naseem Ahmadpour,Melanie Keep,Anna Janssen et al.
Naseem Ahmadpour et al.
Background: Virtual reality (VR) technology has been explored in the health sector as a novel tool for supporting treatment side effects, including managing pain and anxiety. VR has recently become more available with the...
Engaging African American Youth in the Development of a Serious Mobile Game for Sexual Health Education: Mixed Methods Study [0.03%]
面向非裔美国青年的性健康教育类手机游戏开发:混合研究方法研究
Loral Patchen,Lindsey Ellis,Tony Xuyen Ma et al.
Loral Patchen et al.
Background: Although teen pregnancy rates decreased dramatically in the United States over the past decade, the rates of sexually transmitted infections (STIs) among adolescents and young adults increased. STI rates dispr...
Learning to Read by Learning to Write: Evaluation of a Serious Game to Foster Business Process Model Comprehension [0.03%]
从学习绘制业务流程模型到学习阅读业务流程模型——通过严肃游戏培养对业务流程模型理解能力的评估方法研究
Michael Winter,Rüdiger Pryss,Thomas Probst et al.
Michael Winter et al.
Background: The management and comprehension of business process models are of utmost importance for almost any enterprise. To foster the comprehension of such models, this paper has incorporated the idea of a serious gam...
Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned [0.03%]
基于360度视频的数字健康研究刺激:经验教训
Brittany A Zulkiewicz,Vanessa Boudewyns,Catherine Gupta et al.
Brittany A Zulkiewicz et al.
Due to the accessibility of omnidirectional cameras to record 360-degree videos and the technology to view the videos via mobile phones and other devices, 360-degree videos are being used more frequently to place people in different context...
Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process [0.03%]
菲律宾针对关键人群艾滋病服务利用行为决定因素的移动游戏开发:以用户为中心的设计过程
Charlotte Hemingway,Emmanuel S Baja,Godafreda V Dalmacion et al.
Charlotte Hemingway et al.
Background: Opportunities in digital distribution place mobile games as a promising platform for games for health. However, designing a game that can compete in the saturated mobile games market and deliver persuasive hea...
Treating Children With Speech Sound Disorders: Development of a Tangible Artefact Prototype [0.03%]
儿童语音障碍治疗:可触知物品原型的开发
Joaquim Santos,Mário Vairinhos,Luis M T Jesus
Joaquim Santos
Background: A prototype of a tangible user interface (TUI) for a fishing game, which is intended to be used by children with speech sound disorders (SSD), speech and language therapists (SLTs), and kindergarten teachers a...
The Adoption of a Virtual Reality-Assisted Training System for Mental Rotation: A Partial Least Squares Structural Equation Modeling Approach [0.03%]
基于偏最小二乘路径建模的虚拟现实辅助心理旋转训练系统采纳研究
Chen-Wei Chang,Shih-Ching Yeh,Mengtong Li
Chen-Wei Chang
Background: Virtual reality (VR) technologies have been developed to assist education and training. Although recent research suggested that the application of VR led to effective learning and training outcomes, investigat...
Effect of Brief Biofeedback via a Smartphone App on Stress Recovery: Randomized Experimental Study [0.03%]
利用智能手机应用程序进行简短生物反馈对压力恢复的影响:随机实验研究
John F Hunter,Meryl S Olah,Allison L Williams et al.
John F Hunter et al.
Background: Smartphones are often vilified for negatively influencing well-being and contributing to stress. However, these devices may, in fact, be useful in times of stress and, in particular, aid in stress recovery. Mo...