Risk Perception and Knowledge Following a Social Game-Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial [0.03%]
针对青少年的社会游戏基烟草预防项目的风险知觉和知识:试点随机对照试验
Georges Khalil,Erica Ramirez,Meerah Khan et al.
Georges Khalil et al.
Background: Adolescence is a critical developmental stage that is particularly vulnerable to the initiation of tobacco use. Despite the well-documented health risks associated with tobacco use, it remains prevalent among ...
Interprofessional Team Training With Virtual Reality: Acceptance, Learning Outcome, and Feasibility Evaluation Study [0.03%]
基于虚拟现实的多专业团队培训:接受性、学习成果和可行性评价研究
Andrea N Neher,Rafael Wespi,Benjamin D Rapphold et al.
Andrea N Neher et al.
Background: Effective interprofessional teamwork is vital for ensuring high-quality patient care, especially in emergency medicine. However, interprofessional education often fails to facilitate meaningful interaction amo...
Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the ADDIE Model: Design, Development, and Evaluation of User Experience [0.03%]
基于ADDIE模型在家用低强度游戏化互动身心培训的开发与评估:针对老年人的产品设计与发展用户使用体验评价研究
Teerawat Kamnardsiri,Sirintip Kumfu,Peeraya Munkhetvit et al.
Teerawat Kamnardsiri et al.
Background: Declines in physical and cognitive function are natural biological processes, leading to an increased risk of falls. Promising evidence suggests that combined physical-cognitive exercise has beneficial effects...
Empowering Social Growth Through Virtual Reality-Based Intervention for Children With Attention-Deficit/Hyperactivity Disorder: 3-Arm Randomized Controlled Trial [0.03%]
基于虚拟现实干预的注意缺陷多动障碍儿童社会成长促进效果研究:三臂随机对照试验
Ka Po Wong,Bohan Zhang,Cynthia Yuen Yi Lai et al.
Ka Po Wong et al.
Background: Attention-deficit/hyperactivity disorder (ADHD) usually begins in childhood and is often accompanied by impairments in social functioning. Virtual reality (VR) has emerged as an adjunctive tool to embed in soc...
Exploring Immersive Multimodal Virtual Reality Training, Affective States, and Ecological Validity in Healthy Firefighters: Quasi-Experimental Study [0.03%]
探究健康消防员沉浸式多模态虚拟现实训练、情感状态和生态有效性的准实验研究
Joana Oliveira,Joana Aires Dias,Rita Correia et al.
Joana Oliveira et al.
Background: Firefighters face stressful life-threatening events requiring fast decision-making. To better prepare for those situations, training is paramount, but errors in real-life training can be harmful. Virtual reali...
Gamification in the Design of Virtual Patients for Swedish Military Medics to Support Trauma Training: Interaction Analysis and Semistructured Interview Study [0.03%]
游戏机制在瑞典军事医疗人员创伤培训虚拟患者设计中的应用:交互分析和半结构化访谈研究
Natalia Stathakarou,Andrzej A Kononowicz,Erik Mattsson et al.
Natalia Stathakarou et al.
Background: This study explores gamification in the design of virtual patients (VPs) to enhance the training of Swedish military medics in trauma care. The challenges related to prehospital trauma care faced on the battle...
Game-Based eHealth Interventions for the Reduction of Fatigue in People With Chronic Diseases: Systematic Review and Meta-Analysis [0.03%]
基于游戏的电子健康干预措施在慢性病患者疲劳缓解中的应用:系统评价和荟萃分析
Leonie S Warlo,Souraya El Bardai,Andrica de Vries et al.
Leonie S Warlo et al.
Background: Fatigue is a common and debilitating side effect of chronic diseases, significantly impacting patients' quality of life. While physical exercise and psychological treatments have been shown to reduce fatigue, ...
Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial [0.03%]
随机对照试验:虚拟现实疗法对乳腺癌患者化疗期间的影响
Mengdan Li,Zhifu Yu,Hui Li et al.
Mengdan Li et al.
Background: Patients with breast cancer endure high levels of psychological and physical pain. Virtual reality (VR) may be an acceptable, safe intervention to alleviate the negative emotions and pain of patients with canc...
Social Gaming to Decrease Loneliness in Older Adults: Recruitment Challenges and Attrition Analysis in a Digital Mixed Methods Feasibility Study [0.03%]
社交游戏减少老年人孤独感:一项数字混合方法可行性研究中的招募挑战和流失分析
Bas D L Châtel,Jeroen H M Janssen,Geeske M E E Peeters et al.
Bas D L Châtel et al.
Background: Digital mental health interventions could sustainably and scalably prevent and reduce loneliness in older adults. We designed an app containing 29 text-based games and a questionnaire-administering chatbot to ...
Serious Game Development for Public Health: Participatory Design Approach to COVID-19 Quarantine Policy Education [0.03%]
参与式设计在公共卫生游戏开发中的应用——以新冠肺炎隔离政策教育为主题的游戏开发研究
Myunghwan Kwak,Byeong-Je Kim,Ji-Bum Chung
Myunghwan Kwak
Background: Public health education plays a crucial role in effectively addressing infectious diseases such as COVID-19. However, existing educational materials often provide only foundational information, and traditional...