Younger Adolescents' Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study [0.03%]
青少年对体育活动、运动游戏和虚拟现实的感知:定性干预开发研究
Nuša Farič,Eleanor Yorke,Laura Varnes et al.
Nuša Farič et al.
Background: Novel strategies to promote physical activity (PA) in adolescence are required. The vEngage study aims to test whether a virtual reality (VR) exergaming intervention can engage younger adolescents (aged 13 to ...
Development of CliniPup, a Serious Game Aimed at Reducing Perioperative Anxiety and Pain in Children: Mixed Methods Study [0.03%]
CliniPup儿童术前焦虑和疼痛减缓 serious游戏的开发:混合研究方法研究
Sarah Verschueren,June van Aalst,Anne-Marie Bangels et al.
Sarah Verschueren et al.
Background: An increasing number of children undergo ambulatory surgery each year, and a significant proportion experience substantial preoperative anxiety and postoperative pain. The management of perioperative anxiety a...
A Web-Based Serious Game for Health to Reduce Perioperative Anxiety and Pain in Children (CliniPup): Pilot Randomized Controlled Trial [0.03%]
一种基于网络的严肃游戏(CliniPup)用于减少儿童术前焦虑和疼痛:初步随机对照试验
Connor Buffel,June van Aalst,Anne-Marie Bangels et al.
Connor Buffel et al.
Background: As pediatric ambulatory surgeries are rising and existing methods to reduce perioperative anxiety and pain are lacking in this population, a serious game for health (SGH), CliniPup, was developed to address th...
Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping [0.03%]
基于应激与应对评估理论的健康应用情感游戏策划:老龄化游戏设计的量化扩展
Najmeh Khalili-Mahani,Bob De Schutter
Najmeh Khalili-Mahani
User retention is the first challenge in introducing any information and communication technologies (ICT) for health applications, particularly for seniors who are increasingly targeted as beneficiaries of such technologies. Interaction wit...
A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design [0.03%]
徽章设计框架在游戏化学习环境中的应用:文献回顾与案例分析
Sungjin Park,Sangkyun Kim
Sungjin Park
Background: In the past, the educational badge was an extrinsic means of rewarding the motivation to learn. Based on continued research, however, the badge began to be recognized as a scale to measure the learner's knowle...
A Motion-Activated Video Game for Prevention of Substance Use Disorder Relapse in Youth: Pilot Randomized Controlled Trial [0.03%]
青少年物质使用障碍复发预防的运动激活视频游戏:试点随机对照试验
Lorien C Abroms,Marc Fishman,Hoa Vo et al.
Lorien C Abroms et al.
Background: Body motion-activated video games are a promising strategy for promoting engagement in and adherence to addiction treatment among youth. Objec...
Search and Match Task: Development of a Taskified Match-3 Puzzle Game to Assess and Practice Visual Search [0.03%]
搜索与匹配任务:评估和练习视觉搜索的模块化三消游戏的设计与发展
Alvin Chesham,Stephan Moreno Gerber,Narayan Schütz et al.
Alvin Chesham et al.
Background: Visual search declines with aging, dementia, and brain injury and is linked to limitations in everyday activities. Recent studies suggest that visual search can be improved with practice using computerized vis...
Sjors Cf van de Weijer,Mark L Kuijf,Nienke M de Vries et al.
Sjors Cf van de Weijer et al.
Cognitive decline is an important nonmotor symptom in Parkinson disease (PD). Unfortunately, very few treatment options are available. Recent research pointed to small positive effects of nonpharmacological cognitive training in PD. Most of...
Interactive Narrative in a Mobile Health Behavioral Intervention (Tumaini): Theoretical Grounding and Structure of a Smartphone Game to Prevent HIV Among Young Africans [0.03%]
在移动健康行为干预中进行互动叙事:手机游戏"Tumaini"的理论基础及结构以预防非洲年轻人艾滋病为例
Kate Winskell,Gaëlle Sabben,Christopher Obongo
Kate Winskell
The increasing availability of smartphones, including in low-income countries, offers an unprecedented opportunity to reach individuals with innovative health promotion interventions. Electronic games delivered via smartphone offer promisin...
An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study [0.03%]
针对攻击行为的互动移动应用程序游戏(RegnaTales)的试点定量研究
Jeffrey G Ong,Nikki S Lim-Ashworth,Yoon P Ooi et al.
Jeffrey G Ong et al.
Background: The rapid advancement in media technology has radically changed the way we learn and interact with one another. Games, with their engaging and interactive approach, hold promise in the delivery of knowledge an...