A Study on the Validity of a Computer-Based Game to Assess Cognitive Processes, Reward Mechanisms, and Time Perception in Children Aged 4-8 Years [0.03%]
一种基于计算机游戏的评估认知过程、奖励机制及时间知觉有效性的儿童(4-8岁)研究
Janneke Caw Peijnenborgh,Petra Pm Hurks,Albert P Aldenkamp et al.
Janneke Caw Peijnenborgh et al.
Background: A computer-based game, named Timo's Adventure, was developed to assess specific cognitive functions (eg, attention, planning, and working memory), time perception, and reward mechanisms in young school-aged ch...
Effects of Visual Display on Joint Excursions Used to Play Virtual Dodgeball [0.03%]
视觉显示对玩虚拟躲避球的关节活动范围的影响
James S Thomas,Christopher R France,Megan E Applegate et al.
James S Thomas et al.
Background: Virtual reality (VR) interventions hold great potential for rehabilitation as commercial systems are becoming more affordable and can be easily applied to both clinical and home settings. ...
Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study [0.03%]
关于自我管理慢性病的游戏化研究:混合方法研究
Alaa AlMarshedi,Gary Wills,Ashok Ranchhod
Alaa AlMarshedi
Background: Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is pe...
A Video Game Promoting Cancer Risk Perception and Information Seeking Behavior Among Young-Adult College Students: A Randomized Controlled Trial [0.03%]
一项在年轻成人大学生中促进癌症风险认知和信息寻求行为的视频游戏:随机对照试验
Georges Elias Khalil,Ivan L Beale,Minxing Chen et al.
Georges Elias Khalil et al.
Background: Risky behaviors tend to increase drastically during the transition into young adulthood. This increase may ultimately facilitate the initiation of carcinogenic processes at a young age, highlighting a serious ...
Validation of a Computerized, Game-based Assessment Strategy to Measure Training Effects on Motor-Cognitive Functions in People With Dementia [0.03%]
一种计算机化游戏测评方法的有效性分析:该方法可衡量此训练对痴呆症患者运动和认知功能的影响
Stefanie Wiloth,Nele Lemke,Christian Werner et al.
Stefanie Wiloth et al.
Background: Exergames often used for training purpose can also be applied to create assessments based on quantitative data derived from the game. A number of studies relate to these use functionalities developing specific...
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy [0.03%]
认知评估和认知训练的游戏化:应用与疗效的系统评价研究进展
Jim Lumsden,Elizabeth A Edwards,Natalia S Lawrence et al.
Jim Lumsden et al.
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which often leads to participant disengagement. This, in turn, may negatively impact data quality and/or reduce intervention effe...
A Serious Game to Increase Healthy Food Consumption in Overweight or Obese Adults: Randomized Controlled Trial [0.03%]
一项针对肥胖或超重成人增加健康食品摄入量的 serious games 随机对照试验
Tegan Blackburne,Alexandra Rodriguez,Stuart John Johnstone
Tegan Blackburne
Background: Obesity is a growing global issue that is linked to cognitive and psychological deficits. Objective: This preliminary study...
Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women [0.03%]
电子游戏对女性体重指数和营养知识的影响
Mariya Shiyko,Sean Hallinan,Magy Seif El-Nasr et al.
Mariya Shiyko et al.
Background: Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in ...
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...