Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development [0.03%]
基于内容分析的博弈化发展:754个案例中的模式发现
Sungjin Park,Sangkyun Kim
Sungjin Park
Background: Gamification is one of the techniques that applies game elements, such as game mechanics and dynamics, to a nongame context (eg, management, education, marketing, and health care). A variety of methodologies h...
A Mobile App Delivering a Gamified Battery of Cognitive Tests Designed for Repeated Play (OU Brainwave): App Design and Cohort Study [0.03%]
基于重复游玩的多款认知游戏应用程序(OU脑电波)的设计及队列研究
Martin Thirkettle,Jennifer Lewis,Darren Langdridge et al.
Martin Thirkettle et al.
Background: Mobile phone and tablet apps are an increasingly common platform for collecting data. A key challenge for researchers has been participant "buy-in" and attrition for designs requiring repeated testing. ...
A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial [0.03%]
一种基于网络的痴呆症 serious game 作为医学生的教育干预手段:随机对照试验
Kiki R Buijs-Spanjers,Harianne Hm Hegge,Carolien J Jansen et al.
Kiki R Buijs-Spanjers et al.
Background: Adequate delirium recognition and management are important to reduce the incidence and severity of delirium. To improve delirium recognition and management, training of medical staff and students is needed. ...
Bernie Garrett,Tarnia Taverner,Diane Gromala et al.
Bernie Garrett et al.
Background: Virtual reality (VR) therapy has been explored as a novel therapeutic approach for numerous health applications, in which three-dimensional virtual environments can be explored in real time. Studies have found...
Digital Gaming to Improve Adherence Among Adolescents and Young Adults Living With HIV: Mixed-Methods Study to Test Feasibility and Acceptability [0.03%]
改善青少年和年轻成人艾滋病患者依从性的数字化游戏研究:测试可行性和可接受度的混合方法研究
Amanda D Castel,Saba Qasmieh,Daniel Greenberg et al.
Amanda D Castel et al.
Background: An estimated 50% of adolescents and young adults (AYA) living with HIV are failing to adhere to prescribed antiretroviral treatment (ART). Digital games are effective in chronic disease management; however, re...
William Goodman,Ethna McFerran,Richard Purves et al.
William Goodman et al.
Background: Video gamers are a population at heightened risk of developing obesity due to the sedentary nature of gaming, increased energy intake, and the disruption caused to their sleep. This increases their risk of dev...
Investigating the Relationship Between Eye Movement and Brain Wave Activity Using Video Games: Pilot Study [0.03%]
利用电子游戏探究眼动与脑电活动的关系:概念验证研究
Chaoguang Wang,Gino Yu
Chaoguang Wang
Background: All eye movements are related in one way or another to our mental processes with lateral eye movements being associated with the different hemispheres of the brain. Eye movement techniques form the basis of ey...
Determining Physiological and Psychological Predictors of Time to Task Failure on a Virtual Reality Sørensen Test in Participants With and Without Recurrent Low Back Pain: Exploratory Study [0.03%]
确定生理和心理预测指标在复发性慢性下腰痛受试者和健康受试者中进行虚拟现实Sørensen试验的任务失败所需时间:探索性研究
Megan E Applegate,Christopher R France,David W Russ et al.
Megan E Applegate et al.
Background: Sørensen trunk extension endurance test performance predicts the development of low back pain and is a strong discriminator of those with and without low back pain. Performance may greatly depend on psycholog...
3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study [0.03%]
针对慢性病的动机性移动健康设计模式——纵向案例研究
Guido Giunti
Guido Giunti
Background: Chronic conditions are the leading cause of death in the world. Major improvements in acute care and diagnostics have created a tendency toward the chronification of formerly terminal conditions, requiring peo...
The Modification of Vital Signs According to Nursing Students' Experiences Undergoing Cardiopulmonary Resuscitation Training via High-Fidelity Simulation: Quasi-Experimental Study [0.03%]
基于高保真模拟的护理学生心肺复苏训练经历的生命体征变化:准实验研究
David Fernández-Ayuso,Rosa Fernández-Ayuso,Cristino Del-Campo-Cazallas et al.
David Fernández-Ayuso et al.
Background: High-fidelity simulation represents a primary tool in nursing education, especially when hands-on practical training is involved. Objective: ...