Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study [0.03%]
基于运动认知训练的成人运动和平衡功能障碍康复:可用性研究
Silvia Herren,Barbara Seebacher,Sarah Mildner et al.
Silvia Herren et al.
Background: Exergames are increasingly used in rehabilitation, yet their usability and user experience for patients and therapists, particularly for functional model systems, are underresearched. The diverse needs and pre...
Exploring Nursing Students' Experiences of Empathy and User Experiences in an Immersive Virtual Reality Simulation Game: Cross-Sectional Study [0.03%]
探索护理学生在沉浸式虚拟现实模拟游戏中的共情和用户体验的横断面研究
Jaana-Maija Koivisto,Sanna Kämäräinen,Katri Mattsson et al.
Jaana-Maija Koivisto et al.
Background: Empathy is associated with better clinical outcomes and patient-care experiences, and it has been demonstrated that training can improve nursing students' empathy. The use of virtual reality (VR) as an experie...
Improving Pediatric Patients' Magnetic Resonance Imaging Experience With an In-Bore Solution: Design and Usability Study [0.03%]
使用腔内解决方案改善儿童患者的磁共振成像体验:设计与适用性研究
Annerieke Heuvelink,Privender Saini,Özgür Taşar et al.
Annerieke Heuvelink et al.
Background: Annually, millions of children undergo a magnetic resonance imaging (MRI) examination. Hospitals increasingly aim to scan young children awake, as doing so benefits both patients and health care systems. To he...
Neurotechnology-Based, Intensive, Supplementary Upper-Extremity Training for Inpatients With Subacute Stroke: Feasibility Study [0.03%]
基于神经技术的,强化的,补充性的上肢训练对于中风亚急性期住院病患的可行性研究
Reut Binyamin-Netser,Shirley Handelzalts,Noy Goldhamer et al.
Reut Binyamin-Netser et al.
Background: Upper-extremity hemiparesis is a common and debilitating impairment after stroke, severely restricting stroke survivors' ability to participate in daily activities and function independently. Alarmingly, only ...
A Serious Game to Study Reduced Field of View in Keyhole Surgery: Development and Experimental Study [0.03%]
缩小视野下孔腹腔手术研究的严肃游戏:设计与实验探索
Phoebe Whitley,Connor Creasey,Matthew J Clarkson et al.
Phoebe Whitley et al.
Background: During keyhole surgery, the surgeon is required to perform highly demanding tasks while only being able to see part of the patient's anatomy. This limited field of view is widely cited as a key limitation of t...
Evaluating the Efficacy of a Serious Game to Deliver Health Education About Invasive Meningococcal Disease: Clustered Randomized Controlled Equivalence Trial [0.03%]
群随机等效试验评估关于入侵性脑膜炎双球菌病的健康教育严肃游戏的有效性
Lauren Bloomfield,Julie Boston,Martin Masek et al.
Lauren Bloomfield et al.
Background: Invasive meningococcal disease (IMD) is a serious, vaccine-preventable infectious disease that can be life-threatening. Teaching adolescents about the early detection and prevention of IMD can be challenging i...
Comparing In-Person, Standard Telehealth, and Remote Musculoskeletal Examination With a Novel Augmented Reality Exercise Game System: Pilot Cross-Sectional Comparison Study [0.03%]
基于试点的横断面对比研究:面对面、标准远程医疗与使用新型增强现实锻炼游戏系统的远程肌肉骨骼检查的比较
Richard Wu,Keerthana Chakka,Sara Belko et al.
Richard Wu et al.
Background: Current telemedicine technologies are not fully optimized for conducting physical examinations. The Virtual Remote Tele-Physical Examination (VIRTEPEX) system, a novel proprietary technology platform using a M...
Exploring Virtual Reality and Exercise Simulator Interventions in Patients With Attention Deficit Hyperactivity Disorder: Comprehensive Literature Review [0.03%]
注意缺陷多动障碍患者中虚拟现实和运动模拟器干预的应用:综合文献回顾
Gurdeep Sarai,Prem Prakash Jayaraman,Oren Tirosh et al.
Gurdeep Sarai et al.
Background: This review explores virtual reality (VR) and exercise simulator-based interventions for individuals with attention-deficit/hyperactivity disorder (ADHD). Past research indicates that both VR and simulator-bas...
Reciprocal Relationship Between Self-Control Belief and Gaming Disorder in Children and Adolescents: Longitudinal Survey Study [0.03%]
儿童和青少年自我控制信念与游戏障碍的互为因果关系:纵向调查研究
Shimin Zhu,Di Qi
Shimin Zhu
Background: Children and adolescents are often at the crossroads of leisure gaming and excessive gaming. It is essential to identify the modifiable psychosocial factors influencing gaming disorder development. The lay the...
Effectiveness of Mobile Health-Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of Randomized Controlled Trials [0.03%]
基于移动健康的赋能干预改善心血管疾病患者身体活动的效果:系统评价和荟萃分析
Tianzhuo Yu,Monica Parry,Tianyue Yu et al.
Tianzhuo Yu et al.
Background: Gamification refers to using game design elements in nongame contexts. Promoting physical activity (PA) through gamification is a novel and promising avenue for improving lifestyles and mitigating the advancem...