The Effect of Young People-Assisted, Individualized, Motion-Based Video Games on Physical, Cognitive, and Social Frailty Among Community-Dwelling Older Adults With Frailty: Randomized Controlled Trial [0.03%]
年轻人辅助的个性化运动视频游戏对社区居住的衰弱老年人的身体、认知和社会脆弱性的影响:随机对照试验
Arkers Kwan Ching Wong,Melissa Qian Zhang,Jonathan Bayuo et al.
Arkers Kwan Ching Wong et al.
Background: The aging population highlights the need to maintain both physical and psychological well-being. Frailty, a multidimensional syndrome, increases vulnerability to adverse outcomes. Although physical exercise is...
School Climate and School Identification as Determinants of Internet Gaming Disorder Among Chinese Adolescent Internet Gamers: Cross-Sectional Mediation Study [0.03%]
中国青少年网络游戏成瘾的影响因素及作用机制:横断面中介模型研究
Yanqiu Yu,Stefanie H Y Yen,Deborah Baofeng Wang et al.
Yanqiu Yu et al.
Background: School climate and school identification are important features of the school environment and potential determinants of adolescent internet gaming disorder (IGD). ...
Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation [0.03%]
针对年轻人的精神健康数字干预措施的游戏化伦理问题:开发和实施过程中的范围审查
Wanda Spahl,Valeria Motta,Kate Woodcock et al.
Wanda Spahl et al.
Background: Young people are particularly at risk of developing mental health problems, a challenge exacerbated by the COVID-19 pandemic. Digital tools such as apps and chatbots show promise in providing accessible, cost-...
Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis [0.03%]
虚拟现实技术对注意缺陷多动障碍儿童注意力和运动能力影响的系统评价和 meta 分析
Chuanwen Yu,Cheng Wang,Qi Xie et al.
Chuanwen Yu et al.
Background: Attention-deficit/hyperactivity disorder (ADHD) is one of the common neurodevelopmental disorders in children and virtual reality (VR) has been used in the diagnosis and treatment of ADHD. ...
Using Digital Art and Attachment Priming in a Web-Based Serious Game to Reduce Pain and Social Disconnection in Individuals With Chronic Pain and Loneliness: Randomized Controlled Trial [0.03%]
利用基于网络的严肃游戏中的数字艺术和依恋启动法减轻慢性疼痛患者和孤独感患者的痛苦和社会孤立:随机对照试验
Jorge Peña,Ian Koebner,William Weisman
Jorge Peña
Background: Arts engagement using virtual reality and serious games represent promising nonpharmacological self-management treatment approaches to chronic pain. This study is the first randomized controlled trial to explo...
Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study [0.03%]
居家老年人护理评估严肃游戏的开发与验证研究
Erica Busca,Silvia Caristia,Sara Palmira Bidone et al.
Erica Busca et al.
Background: The use of serious games (SGs) in nursing education is increasing, with the COVID-19 pandemic significantly accelerating their development. A key feature of SGs is their flexibility, allowing students to train...
A Mixed Reality-based Tele-Supervised Ultrasound Education Platform on 5G network compared to Direct Supervision: Prospective Randomized Pilot Trial [0.03%]
基于5G网络的混合现实远程超声引导教育平台与直接监督的对比:前瞻性随机试验
Minha Kim,Meong Hi Son,Suhyeon Moon et al.
Minha Kim et al.
Background: Ultrasound education is transitioning from in-person training to remote methods using mixed reality (MR) and 5G networks. Previous studies are mainly experimental, lacking randomized controlled trials in direc...
Comparison of Occupational Performance in Immersive Virtual and Real Environments Among Patients With Stroke: Observational Randomized Crossover Pilot Study [0.03%]
卒中患者在沉浸式虚拟环境和真实环境中的职业表现比较:观察性随机交叉试点研究
Xijun Wei,Ping Zhou,Yixi Wei et al.
Xijun Wei et al.
Background: Conventional rehabilitation approaches involve therapists simulating various occupational tasks in health care settings or recreating real-life situations to assess and train patients in instrumental activitie...
Correction: Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial [0.03%]
虚拟现实疗法对乳腺癌患者化疗期间的影响的纠正:随机对照试验
Mengdan Li,Zhifu Yu,Hui Li et al.
Mengdan Li et al.
Published Erratum
JMIR serious games. 2024 Nov 6:12:e67718. DOI:10.2196/67718 2024
Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications [0.03%]
体感游戏感知有效性和运动质量的综述研究近五年文献
Sebastian Dill,Philipp Niklas Müller,Polona Caserman et al.
Sebastian Dill et al.
Background: Many studies have shown a direct relationship between physical activity and health. It has also been shown that the average fitness level in Western societies is lower than recommended by the World Health Orga...