Gamification: what it is and why it matters to digital health behavior change developers [0.03%]
游戏化:是什么及其为何对数字健康行为改变开发重要
Brian Cugelman
Brian Cugelman
This editorial provides a behavioral science view on gamification and health behavior change, describes its principles and mechanisms, and reviews some of the evidence for its efficacy. Furthermore, this editorial explores the relation betw...
Surgical Trainee Opinions in the United Kingdom Regarding a Three-Dimensional Virtual Mentoring Environment (MentorSL) in Second Life: Pilot Study [0.03%]
英国外科实习医生关于一个三维虚拟指导环境(MentorSL)的意见研究:试点研究表明
Usman Jaffer,Nigel W John,Nigel Standfield
Usman Jaffer
Background: Medical mentoring is becoming increasingly complex with the evolving needs of trainees and the complexities of their personal and social lives. The Internet is an enabling technology, which increasingly facili...
Ecological validity of virtual reality daily living activities screening for early dementia: longitudinal study [0.03%]
基于虚拟现实日常活动筛查早期痴呆的生态效度:纵向研究
Ioannis Tarnanas,Winfried Schlee,Magda Tsolaki et al.
Ioannis Tarnanas et al.
Background: Dementia is a multifaceted disorder that impairs cognitive functions, such as memory, language, and executive functions necessary to plan, organize, and prioritize tasks required for goal-directed behaviors. I...
A functional magnetic resonance imaging assessment of small animals' phobia using virtual reality as a stimulus [0.03%]
基于虚拟现实刺激的小动物恐惧症的功能磁共振成像研究
Miriam Clemente,Beatriz Rey,Aina Rodriguez-Pujadas et al.
Miriam Clemente et al.
Background: To date, still images or videos of real animals have been used in functional magnetic resonance imaging protocols to evaluate the brain activations associated with small animals' phobia. ...
Cameron Lister,Joshua H West,Ben Cannon et al.
Cameron Lister et al.
Background: Gamification has been a predominant focus of the health app industry in recent years. However, to our knowledge, there has yet to be a review of gamification elements in relation to health behavior constructs,...
Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses [0.03%]
荷兰网络游戏青少年的活跃与非活跃游戏的相关因素:基于调查的研究
Monique Simons,Emely de Vet,Mai Jm Chinapaw et al.
Monique Simons et al.
Background: Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity an...
Debbe Thompson
Debbe Thompson
Childhood obesity is a worldwide issue, and effective methods encouraging children to adopt healthy diet and physical activity behaviors are needed. This viewpoint addresses the promise of serious video games, and why they may offer one met...
The cure: design and evaluation of a crowdsourcing game for gene selection for breast cancer survival prediction [0.03%]
Crowd计算:一种用于乳腺癌生存预测基因选择的众包游戏的设计与评估
Benjamin M Good,Salvatore Loguercio,Obi L Griffith et al.
Benjamin M Good et al.
Background: Molecular signatures for predicting breast cancer prognosis could greatly improve care through personalization of treatment. Computational analyses of genome-wide expression datasets have identified such signa...
Assessing video games to improve driving skills: a literature review and observational study [0.03%]
驾驶技能改善类电子游戏评估:文献回顾及观察研究
Damian Sue,Pradeep Ray,Amir Talaei-Khoei et al.
Damian Sue et al.
Background: For individuals, especially older adults, playing video games is a promising tool for improving their driving skills. The ease of use, wide availability, and interactivity of gaming consoles make them an attra...
Active fantasy sports: rationale and feasibility of leveraging online fantasy sports to promote physical activity [0.03%]
积极的Fantasy运动:利用在线Fantasy运动促进身体活动的合理性和可行性
Arlen C Moller,Sara Majewski,Melanie Standish et al.
Arlen C Moller et al.
Background: The popularity of active video games (AVGs) has skyrocketed over the last decade. However, research suggests that the most popular AVGs, which rely on synchronous integration between players' activity and game...