A Serious Game (Health Unit in Focus) for Enhancing Undergraduate Education on Older Adults' Health: Design and Validation Study [0.03%]
针对老年人健康问题的本科教育严肃游戏(健康单元)的设计与验证研究
Yuri Gustavo de Sousa Barbalho,Calliandra Maria de Souza Silva,Carla Sílvia Neves da Nora Fernandes et al.
Yuri Gustavo de Sousa Barbalho et al.
Background: Population aging underlines the critical need to improve health professional training to adequately care for adults aged >60 years. Developing educational resources to support academics and professionals prese...
A Novel Gamified Exercise Program Incorporating Stampede Training for Enhancing Functional Fitness, Physical Activity Levels, and Quality of Life in Community-Dwelling Older Adults: Randomized Parallel Exploratory Trial [0.03%]
一种新型游戏化锻炼程序的实践:将践踏训练运用于提升社区内老年人功能性健身、身体活动水平和生活质量:随机平行探索性试验
Siao-Fen Huang,Ching-Wen Fan,Diana Khasna Nisrina et al.
Siao-Fen Huang et al.
Background: With the growing prevalence of aging populations, improving the health and quality of life of older adults has become a critical concern globally. In this context, sports technology presents promising applicat...
Exploring Mixed-Reality Exergames for Sports Rehabilitation: Design Insights and Evaluation Findings [0.03%]
探索体育康复的混合现实运动游戏:设计见解和评估结果
Michelle C Haas,Larissa Wild,Leander Schneeberger et al.
Michelle C Haas et al.
Background: Exergaming, involving physically active play, provides a means for motivating and functional training. It may also offer an innovative solution for rehabilitation after sports injuries such as anterior cruciat...
Age Differences in Flow Experience During Body Movement-Controlled Video Game Rehabilitation Tasks: Cross-Sectional Study [0.03%]
不同年龄层在身体运动控制视频游戏康复任务中体验沉浸感的差异:横断面研究
Shiyi Tong,Lixuan Li,Yuankun Zhang et al.
Shiyi Tong et al.
Background: Body movement-controlled video games (BMCVGs) are increasingly adopted in rehabilitation because they combine physical training with interactive engagement. Flow experience, a critical factor for enhancing use...
Effectiveness of a Gamified Mobile App in Enhancing Treatment Adherence for Children With Amblyopia: Explorative Study [0.03%]
探究游戏化手机应用提高弱视儿童治疗依从性的效果:探索性研究
Bo Liu,Yisheng Fan,Meng Xu et al.
Bo Liu et al.
Background: Amblyopia is the leading cause of visual impairment in children worldwide. The predominant clinical treatment, occlusion therapy, is marred by poor adherence, often attributed to the physical discomfort and so...
Development of a Serious Game App (Digimenz) for Patients With Dementia: Prospective Pilot Study for Usability Testing in Inpatient Treatment and Long-Term Care [0.03%]
痴呆患者游戏应用(Digimenz)的开发:住院治疗和长期护理中使用性测试的前瞻性试点研究
Sören Freerik Brähmer,Benjamin Iffland,Stefan Kreisel et al.
Sören Freerik Brähmer et al.
Background: In the face of an increasing treatment need among people with dementia, effective and efficient interventions with a focus on quality of life need to be established. In this context, serious games have receive...
Effect of Gamification on Task Engagement During an Eye-Tracking Test Battery in 5-Year-Old Children Born Preterm: Observational Study [0.03%]
游戏化对早产儿在五岁时进行眼动追踪测试电池期间任务参与度的影响:观察性研究
Andrea De Gobbis,Marta Malavolta,Nathalie De Beukelaer et al.
Andrea De Gobbis et al.
Background: Recent studies suggest that eye movements during tasks reflect cognitive processes and that analysis of eye movements using eye-tracking devices can identify developmental impairments in young children. Mainta...
Becoming a Rapid Shooter in a Game Using Embodied Electrical Muscle Stimulation: Development and Usability Study [0.03%]
使用嵌入式电肌肉刺激成为游戏中快速射击者的发展和可用性研究
Jihwan Kim,Mingyu Kang,Jejoong Kim et al.
Jihwan Kim et al.
Background: Electrical muscle stimulation (EMS) systems enhance human capabilities, such as reaction time, by inducing preemptive muscle contractions. One of the key challenges for EMS applications is preserving the user'...
Serious Games for Preventing Musculoskeletal Disorders in Occupational Settings: Scoping Review [0.03%]
工作场所肌肉骨骼疾病预防的严肃游戏:范畴性综述
Thomas Rivière,Thibaud Hulin,Farzan Sasangohar et al.
Thomas Rivière et al.
Background: Musculoskeletal disorders (MSDs) are a significant health concern in the workplace, and while ergonomic interventions are commonly used, their long-term effectiveness is often questioned. Serious games (SGs), ...
Use of Gamified Digital Tools in Daily Tasks of Health Care Workers: Scoping Review [0.03%]
游戏化数字工具在医疗保健工作者日常任务中的应用:综述研究
Binita Paudel,Hussein Al-Shehabi,Rita Dörner et al.
Binita Paudel et al.
Background: The quality and effectiveness of health care service delivery are significantly influenced by the engagement and motivation of health care workers. Integrating gamified digital tools (GDTs) into health care wo...