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...
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 (...