Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review [0.03%]
针对焦虑障碍青少年治疗视频游戏结果的经验性证据:系统评价研究报告
Steven Barnes,Julie Prescott
Steven Barnes
Background: Extant evidence suggests that the proportion of adolescents suffering from anxiety disorders (ADs) has increased by up to 70% since the mid-1980s, with experience of anxiety at this stage associated with signi...
User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness [0.03%]
一种以用户为中心的戒烟智能手机应用程序的设计:帮助精神病患者成功戒烟——“学会放弃”
Roger Vilardaga,Javier Rizo,Emily Zeng et al.
Roger Vilardaga et al.
Background: Smoking rates in the United States have been reduced in the past decades to 15% of the general population. However, up to 88% of people with psychiatric symptoms still smoke, leading to high rates of disease a...
The Praise and Price of Pokémon GO: A Qualitative Study of Children's and Parents' Experiences [0.03%]
《精灵宝可梦Go》的利与弊——一项关于儿童和家长体验的质性研究报告
Anna-Karin Lindqvist,Darla Castelli,Josef Hallberg et al.
Anna-Karin Lindqvist et al.
Background: Physical activity has multiple health benefits; however, the majority of children around the world do not attain the recommended levels of daily physical activity. Research has shown that the game Pokémon GO ...
The Role of Transfer in Designing Games and Simulations for Health: Systematic Review [0.03%]
基于转移的学习在游戏和仿真引导健康行为中的作用:系统综述
Derek A Kuipers,Gijs Terlouw,Bard O Wartena et al.
Derek A Kuipers et al.
Background: The usefulness and importance of serious games and simulations in learning and behavior change for health and health-related issues are widely recognized. Studies have addressed games and simulations as interv...
Breaking Health Insurance Knowledge Barriers Through Games: Pilot Test of Health Care America [0.03%]
通过游戏打破健康保险的认知壁垒——《 Healthcare America》的试点测试
Sara Champlin,Juli James
Sara Champlin
Background: Having health insurance is associated with a number of beneficial health outcomes. However, previous research suggests that patients tend to avoid health insurance information and often misunderstand or lack k...
Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity [0.03%]
《Pokémon GO》游玩动机对其感知结果及实体活动的影响研究
Oriol Marquet,Claudia Alberico,Deepti Adlakha et al.
Oriol Marquet et al.
Background: Pokémon GO is the most played augmented reality game in history. With more than 44 million players at the peak of its popularity, the game has sparked interest on its effects on the young population's health....
Mommio's Recipe Box: Assessment of the Cooking Habits of Mothers of Preschoolers and Their Perceptions of Recipes for a Video Game [0.03%]
妈咪的味道—— preschool母亲的烹饪习惯及视频游戏中食谱的感知评估
Maciel Ugalde,Leah Brand,Alicia Beltran et al.
Maciel Ugalde et al.
Background: Vegetables are an important part of a healthy diet because they help prevent several chronic diseases. Mothers of preschoolers reported difficulty getting their young children to eat vegetables, and many did n...
Usability Test of Exercise Games Designed for Rehabilitation of Elderly Patients After Hip Replacement Surgery: Pilot Study [0.03%]
针对髋关节置换术后老年患者康复设计的运动游戏的可用性测试:试点研究
Yun Ling,Louis P Ter Meer,Zerrin Yumak et al.
Yun Ling et al.
Background: Patients who receive rehabilitation after hip replacement surgery are shown to have increased muscle strength and better functional performance. However, traditional physiotherapy is often tedious and leads to...
User Perspectives on Exergames Designed to Explore the Hemineglected Space for Stroke Patients With Visuospatial Neglect: Usability Study [0.03%]
针对卒中伴视觉空间忽略患者的探索半忽视空间的体感游戏的设计的用户体验研究
Bernadette C Tobler-Ammann,Elif Surer,Ruud H Knols et al.
Bernadette C Tobler-Ammann et al.
Background: Visuospatial neglect due to stroke is characterized by the inability to perceive stimuli emerging in the area opposite to the side of brain damage. Besides adopting conventional rehabilitation methods to treat...
Exergames Encouraging Exploration of Hemineglected Space in Stroke Patients With Visuospatial Neglect: A Feasibility Study [0.03%]
针对视觉空间忽略型卒中患者的体感游戏诱发偏忽视侧空间探索可行性研究
Bernadette C Tobler-Ammann,Elif Surer,Eling D de Bruin et al.
Bernadette C Tobler-Ammann et al.
Background: Use of exergames can complement conventional therapy and increase the amount and intensity of visuospatial neglect (VSN) training. A series of 9 exergames-games based on therapeutic principles-aimed at improvi...