Gamified Web-Delivered Attentional Bias Modification Training for Adults With Chronic Pain: Randomized, Double-Blind, Placebo-Controlled Trial [0.03%]
用于慢性疼痛成人注意偏差修正训练的网络游戏化训练方法:随机对照试验
Julie F Vermeir,Melanie J White,Daniel Johnson et al.
Julie F Vermeir et al.
Background: Attentional bias to pain-related information has been implicated in pain chronicity. To date, research investigating attentional bias modification training (ABMT) procedures in people with chronic pain has fou...
Scrutinizing the Gateway Relationship Between Gaming and Gambling Disorder: Scoping Review With a Focus on the Southeast Asian Region [0.03%]
游戏障碍与赌博障碍关系的门径研究——重点关注东南亚地区的一次范围性综述
Kristiana Siste,Daniel L King,Enjeline Hanafi et al.
Kristiana Siste et al.
Background: The gaming and gambling overlap has intensified with new evidence emerging. However, the relationship between gaming and gambling in the digital space is still inconclusive, especially in resource-limited Asia...
Transformative Gamified Binocular Therapy for Unilateral Amblyopia in Young Children: Pilot Prospective Efficacy and Safety Study [0.03%]
面向弱视儿童的转化式游戏双筒镜治疗法:初步前瞻性疗效和安全性研究
Wenqing Zhu,Shuneng Gu,Jian Li et al.
Wenqing Zhu et al.
Background: Amblyopia is a common cause of visual impairment in children. Compliance with traditional treatments for amblyopia is challenging due to negative psychosocial impacts. Recent shifts in amblyopia treatment have...
Pervasive Games for Sexual Health Promotion: Scoping Literature Review [0.03%]
普及性游戏在促进性健康方面的应用:范围性文献回顾
Claudio Rubio,Felipe Besoain
Claudio Rubio
Background: Serious games play a fundamental role in promoting safe sexual behaviors. This medium has great potential for promoting healthy behaviors that prevent potential risk factors, such as sexually transmitted infec...
Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study [0.03%]
结合流畅性游戏玩法的舌肌训练应用程序的设计和可行性试点研究:面向中老年人群
Kuan-Chu Su,Ko-Chiu Wu,Kuei-Ru Chou et al.
Kuan-Chu Su et al.
Background: Complications due to dysphagia are increasingly prevalent among older adults; however, the tediousness and complexity of conventional tongue rehabilitation treatments affect their willingness to rehabilitate. ...
Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study [0.03%]
与传统高强度回路训练相比,在医学生中进行虚拟现实高强度间歇锻炼游戏化的试点交叉研究
Pietro Merola,Marcos Barros Cardoso,Gabriel Barreto et al.
Pietro Merola et al.
Background: This study evaluated the effectiveness of a virtual reality (VR) high-intensity interval training (HIIT) boxing protocol compared to traditional high-intensity circuit training (HICT) in improving exercise mot...
Effectiveness of a Virtual Reality Serious Video Game (The Secret Trail of Moon) for Emotional Regulation in Children With Attention-Deficit/Hyperactivity Disorder: Randomized Clinical Trial [0.03%]
面向注意力缺陷多动障碍儿童的情绪调节虚拟现实游戏(月之秘境)的临床疗效研究:随机对照试验
Marina Martin-Moratinos,Marcos Bella-Fernández,María Rodrigo-Yanguas et al.
Marina Martin-Moratinos et al.
Background: Difficulties in emotional regulation are often observed in children and adolescents with attention-deficit/hyperactivity disorder (ADHD). Innovative complementary treatments, such as video games and virtual re...
User Experience of a Semi-Immersive Musical Serious Game to Stimulate Cognitive Functions in Hospitalized Older Patients: Questionnaire Study [0.03%]
住院老年患者半沉浸式音乐严肃游戏的认知功能刺激用户感受:问卷研究
Laurent Samson,Lena Carcreff,Frédéric Noublanche et al.
Laurent Samson et al.
Background: Reminiscence therapy through music is a psychosocial intervention with benefits for older patients with neurocognitive disorders. Therapies using virtual or augmented reality are efficient in ecologically asse...
Perceptions of Patients With Stroke Regarding an Immersive Virtual Reality-Based Exercise System for Upper Limb Rehabilitation: Questionnaire and Interview Study [0.03%]
基于沉浸式虚拟现实的上肢康复锻炼系统在卒中患者中的感知情况:问卷和访谈研究
Jiayin Chen,Calvin Kalun Or,Zhixian Li et al.
Jiayin Chen et al.
Background: With substantial resources allocated to develop virtual reality (VR)-based rehabilitation exercise programs for poststroke motor rehabilitation, it is important to understand how patients with stroke perceive ...
Use of 4 Open-Ended Text Responses to Help Identify People at Risk of Gaming Disorder: Preregistered Development and Usability Study Using Natural Language Processing [0.03%]
采用4种开放式文本响应帮助识别游戏障碍高风险人群:自然语言处理的预注册开发和可用性研究
Paweł Strojny,Ksawery Kapela,Natalia Lipp et al.
Paweł Strojny et al.
Background: Words are a natural way to describe mental states in humans, while numerical values are a convenient and effective way to carry out quantitative psychological research. With the growing interest of researchers...