Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play [0.03%]
虚拟现实视频游戏运动评估量表的构建及信效度分析
Danielle Levac,Joanna Nawrotek,Emilie Deschenes et al.
Danielle Levac et al.
Background: Virtual reality active video games are increasingly popular physical therapy interventions for children with cerebral palsy. However, physical therapists require educational resources to support decision makin...
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study [0.03%]
一种用于临床评估认知状态的严肃游戏:验证性研究
Tiffany Tong,Mark Chignell,Mary C Tierney et al.
Tiffany Tong et al.
Background: We propose the use of serious games to screen for abnormal cognitive status in situations where it may be too costly or impractical to use standard cognitive assessments (eg, emergency departments). If validat...
Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation [0.03%]
一种戒烟辅助手机游戏:Crave-Out《抵挡诱惑》
Kathryn L DeLaughter,Rajani S Sadasivam,Ariana Kamberi et al.
Kathryn L DeLaughter et al.
Background: Smoking is still the number one preventable cause of death. Cravings-an intense desire or longing for a cigarette-are a major contributor to quit attempt failure. New tools to help smokers' manage their cravin...
A Serious Game for Massive Training and Assessment of French Soldiers Involved in Forward Combat Casualty Care (3D-SC1): Development and Deployment [0.03%]
一款面向参与战伤救治的法军士兵的大规模训练与评估的严肃游戏(3D-SC1)的设计与部署
Pierre Pasquier,Stéphane Mérat,Brice Malgras et al.
Pierre Pasquier et al.
Background: The French Military Health Service has standardized its military prehospital care policy in a ''Sauvetage au Combat'' (SC) program (Forward Combat Casualty Care). A major part of the SC training program relies...
Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men [0.03%]
史诗盟友:提高HIV阳性年轻男性的游戏应用程序开发HSV性行为男性抗逆转录病毒治疗依从性
Sara LeGrand,Kathryn Elizabeth Muessig,Tobias McNulty et al.
Sara LeGrand et al.
Background: In the United States, the human immunodeficiency virus (HIV) disproportionately affects young men who have sex with men (YMSM). For HIV-positive individuals, adherence to antiretroviral therapy (ART) is critic...
The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial [0.03%]
基于运动控制的视频游戏中的参与度与注意神经生理学测量之间的关系:一种随机对照试验
Amber M Leiker,Matthew Miller,Lauren Brewer et al.
Amber M Leiker et al.
Background: Video games and virtual environments continue to be the subject of research in health sciences for their capacity to augment practice through user engagement. Creating game mechanics that increase user engagem...
Feasibility of Applied Gaming During Interdisciplinary Rehabilitation for Patients With Complex Chronic Pain and Fatigue Complaints: A Mixed-Methods Study [0.03%]
综合性康复治疗中复杂慢性疼痛和疲劳患者应用游戏的可行性研究:混合方法研究
Miel A P Vugts,Margot C W Joosen,Alfonsus H M M van Bergen et al.
Miel A P Vugts et al.
Background: Applied gaming holds potential as a convenient and engaging means for the delivery of behavioral interventions. For developing and evaluating feasible computer-based interventions, policy makers and designers ...
Behavioral Economics, Wearable Devices, and Cooperative Games: Results From a Population-Based Intervention to Increase Physical Activity [0.03%]
行为经济学、可穿戴设备和合作游戏:基于人群的增加身体活动干预的结果分析
Trevor van Mierlo,Douglas Hyatt,Andrew T Ching et al.
Trevor van Mierlo et al.
Background: Health care literature supports the development of accessible interventions that integrate behavioral economics, wearable devices, principles of evidence-based behavior change, and community support. However, ...
Frederiek de Vette,Monique Tabak,Marit Dekker-van Weering et al.
Frederiek de Vette et al.
Background: Telemedicine can alleviate the increasing demand for elderly care caused by the rapidly aging population. However, user adherence to technology in telemedicine interventions is low and decreases over time. The...
Exposure to "Exergames" Increases Older Adults' Perception of the Usefulness of Technology for Improving Health and Physical Activity: A Pilot Study [0.03%]
接触“体感游戏”增加老年人对技术改善健康和体力活动的有用性的认知:一项初步研究
Marie-Louise Bird,Brodie Clark,Johanna Millar et al.
Marie-Louise Bird et al.
Background: High rates of sedentary behaviors in older adults can lead to poor health outcomes. However, new technologies, namely exercise-based videogames ("exergames"), may provide ways of stimulating uptake and ongoing...