Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game [0.03%]
基于理论的戒烟手机游戏希克布雷克的研发经验教训
Elizabeth A Edwards,Hope Caton,Jim Lumsden et al.
Elizabeth A Edwards et al.
Background: Gaming techniques are increasingly recognized as effective methods for changing behavior and increasing user engagement with mobile phone apps. The rapid uptake of mobile phone games provides an unprecedented ...
Emotion-in-Motion, a Novel Approach for the Modification of Attentional Bias: An Experimental Proof-of-Concept Study [0.03%]
一种新颖的注意力偏向修正方法——“情绪与运动”结合:概念验证实验研究
Lies Notebaert,Ben Grafton,Patrick Jf Clarke et al.
Lies Notebaert et al.
Background: Individuals with heightened anxiety vulnerability tend to preferentially attend to emotionally negative information, with evidence suggesting that this attentional bias makes a causal contribution to anxiety v...
Developing Digital Games to Address Airway Clearance Therapy in Children With Cystic Fibrosis: Participatory Design Process [0.03%]
参与式设计过程:开发数字游戏以解决儿童囊性纤维化患者的呼吸道清除疗法问题
Fabio Balli
Fabio Balli
Background: Children affected with cystic fibrosis do respiratory exercises to release the mucus stuck in their lungs. Objective: The o...
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review [0.03%]
用于与焦虑相关的疾病的虚拟现实实现:系统回顾
Theodore Oing,Julie Prescott
Theodore Oing
Background: Although traditional forms of therapy for anxiety-related disorders (eg, cognitive behavioral therapy, CBT) have been effective, there have been long-standing issues with these therapies that largely center ar...
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...