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CN1699 Our Business - Guide for Agents
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JMIR SERIOUS GAMES
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Using Augmented Reality Toward Improving Social Skills: Scoping Review
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Short- to Long-Term Effects of Virtual Reality on Motor Skill Learning in Children With Cerebral Palsy: Systematic Review and Meta-Analysis
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The Success of Serious Games and Gamified Systems in HIV Prevention and Care: Scoping Review
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Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures: Mixed Methods Study
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Dimensions of Interactive Pervasive Game Design: Systematic Review
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A Serious Game to Self-Regulate Heart Rate Variability as a Technique to Manage Arousal Level Through Cardiorespiratory Biofeedback: Development and Pilot Evaluation Study
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Virtual Reality Technology in Nursing Professional Skills Training: Bibliometric Analysis
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Developing a Game (Inner Dragon) Within a Leading Smartphone App for Smoking Cessation: Design and Feasibility Evaluation Study
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Eating Behavior and Satiety With Virtual Reality Meals Compared With Real Meals: Randomized Crossover Study
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Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study
Background: The advent of new technologies has had a profound impact on the labor market, transforming the way we work and...
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Cognitive Training With Head-Mounted Display Virtual Reality in Neurorehabilitation: Pilot Randomized Controlled Trial
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Impact of a Serious Game (#RedPingüiNO) to Reduce Facial Self-Touches and Prevent Exposure to Pathogens Transmitted via Hands: Quasi-Experimental Intervention
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Comparison of Exergames Versus Conventional Exercises on the Health Benefits of Older Adults: Systematic Review With Meta-Analysis of Randomized Controlled Trials
Background: Conventional exercises (CEs) can provide health benefits for older adults, but the long-term exercise adherenc...
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Health Promotion in Popular Web-Based Community Games Among Young People: Proposals, Recommendations, and Applications
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Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic Review
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The Change in Exergaming From Before to During the COVID-19 Pandemic Among Young Adults: Longitudinal Study
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Computerized Block Games for Automated Cognitive Assessment: Development and Evaluation Study
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Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok’s Millennials With Depressive Symptoms: Interdisciplinary Game Development
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The Effects of Exergaming on Attention in Children With Attention Deficit/Hyperactivity Disorder: Randomized Controlled Trial
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Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study
Background: Depression is a debilitating mental health disorder, with a large treatment gap. Recent years have seen a surg...
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A Conceptual Framework (2D-ME) for Explaining Self–first and Self–third Person Views of Prototyping Dynamics in Serious Games Design: Experimental Case Study
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Serious Game for the Screening of Central Auditory Processing Disorder in School-Age Children: Development and Validation Study
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Effectiveness of a Personalized, Chess-Based Training Serious Video Game in the Treatment of Adolescents and Young Adults With Attention-Deficit/Hyperactivity Disorder: Randomized Controlled Trial
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Co-design of a Virtual Reality Cognitive Remediation Program for Depression (bWell-D) With Patient End Users and Clinicians: Qualitative Interview Study Among Patients and Clinicians
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