Domiciliary VR-Based Therapy for Functional Recovery and Cortical Reorganization: Randomized Controlled Trial in Participants at the Chronic Stage Post Stroke [0.03%]
基于家庭的VR康复训练促进卒中后慢性期患者功能恢复和皮层重塑的随机对照试验
Belén Rubio Ballester,Jens Nirme,Irene Camacho et al.
Belén Rubio Ballester et al.
Background: Most stroke survivors continue to experience motor impairments even after hospital discharge. Virtual reality-based techniques have shown potential for rehabilitative training of these motor impairments. Here ...
Designing Serious Computer Games for People With Moderate and Advanced Dementia: Interdisciplinary Theory-Driven Pilot Study [0.03%]
一项跨学科理论驱动的试点研究:为中度和重度痴呆症患者设计严肃游戏
Chariklia Tziraki,Rakel Berenbaum,Daniel Gross et al.
Chariklia Tziraki et al.
Background: The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious g...
Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders [0.03%]
以骨科康复为导向的 serious game 开发和评估指南
Mohamad Idriss,Halim Tannous,Dan Istrate et al.
Mohamad Idriss et al.
Background: The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called "serious game for functional rehabilitation." Previous works have shown that serio...
Alexandra Hoffmann,Corinna A Christmann,Gabriele Bleser
Alexandra Hoffmann
Background: In today's society, stress is more and more often a cause of disease. This makes stress management an important target of behavior change programs. Gamification has been suggested as one way to support health ...
Medical Student Evaluation With a Serious Game Compared to Multiple Choice Questions Assessment [0.03%]
serious game与多项选择题评估的医学生评价
Julien Adjedj,Gregory Ducrocq,Claire Bouleti et al.
Julien Adjedj et al.
Background: The gold standard for evaluating medical students' knowledge is by multiple choice question (MCQs) tests: an objective and effective means of restituting book-based knowledge. However, concerns have been raise...
Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study [0.03%]
慢性疾病自我管理游戏化的指导原则:多方法研究
Alaa AlMarshedi,Gary Wills,Ashok Ranchhod
Alaa AlMarshedi
Background: Gamification is the use of game elements and techniques in nongaming contexts. The use of gamification in health care is receiving a great deal of attention in both academic research and the industry. However,...
Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study [0.03%]
一种帮助患者了解手术后镇痛方法的严肃游戏的研发、易用性和有效性评价研究
Brynja Ingadottir,Katrin Blondal,David Thue et al.
Brynja Ingadottir et al.
Background: Postoperative pain is a persistent problem after surgery and can delay recovery and develop into chronic pain. Better patient education has been proposed to improve pain management of patients. Serious games h...
Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study [0.03%]
利用计算机模拟研究性教育干预的一个探索性研究
Anastasia Eleftheriou,Seth Bullock,Cynthia A Graham et al.
Anastasia Eleftheriou et al.
Background: Sexually transmitted infections (STIs) are ongoing concerns. The best method for preventing the transmission of these infections is the correct and consistent use of condoms. Few studies have explored the use ...
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games [0.03%]
老年人喜欢玩什么类型的游戏?休闲游戏的流派偏好与接受度分析
Alvin Chesham,Patric Wyss,René Martin Müri et al.
Alvin Chesham et al.
Background: In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-pers...
Peter Rasche,Anna Schlomann,Alexander Mertens
Peter Rasche
Background: Poor physical activity is one of the major health care problems in Western civilizations. Various digital gadgets aiming to increase physical activity, such as activity trackers or fitness apps, have been intr...