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CN1699 Our Business - Guide for Agents
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Attentional Bias, Pupillometry, and Spontaneous Blink Rate: Eye Characteristic Assessment Within a Translatable Nicotine Cue Virtual Reality Paradigm
Background: Background: Incentive salience processes are important for the development and maintenance of addiction. Eye-c...
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Use and Design of Virtual Reality–Supported Learning Scenarios in the Vocational Qualification of Nursing Professionals: Scoping Review
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Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review
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Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study
Background: One of the contemporary forms of physical activity (PA) is exercises and games in immersive virtual reality (V...
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Impact of Facilitation on Cognitive Flow in a Novel Diabetes Management Rehearsal Game for Health Professions Education: Mixed Methods, Open-Label, Superiority Randomized Controlled Trial
Background: Though the prevalence of diabetes is set to increase, most serious game solutions typically target patient sel...
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Pressure Ulcer Management Virtual Reality Simulation (PU-VRSim) for Novice Nurses: Mixed Methods Study
Background: Pressure ulcers (PUs) are a common and serious complication in patients who are immobile in health care settin...
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Impact of Fruit and Vegetable Enzyme Supplementation on Aerobic Performance and Lactate Response in Older Adults Following High-Intensity Interval Exercise Through Exergaming: Randomized Experimental Matched-Pair Study
Background: Exercise offers significant health benefits but can induce oxidative stress and inflammation, especially in hi...
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Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study
Background: The effectiveness of virtual reality (VR) fitness games as a form of moderate to vigorous physical activity ha...
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Virtual Reality Applications for the Implementation of Domestic Respiratory Rehabilitation Programs for Patients With Long COVID and Post-COVID Condition: Scoping Review
Background: Due to a high number of patients affected by long COVID or post-COVID condition, an essential step to address ...
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Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework
Background: Traditional serious game design methods often overlook stakeholder needs. This study integrates stakeholder th...
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The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial
Background: Currently, the fusion of technology and sport is inseparable. The integration of various systems and devices h...
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Adoption of Augmented Reality in Educational Programs for Nurses in Intensive Care Units of Tertiary Academic Hospitals: Mixed Methods Study
Background: In the wake of challenges brought by the COVID-19 pandemic to conventional medical education, the demand for i...
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Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study
Background: Adolescent mental health is of utmost importance. E-mental health interventions, in particular serious games, ...
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A Serious Game (MyDiabetic) to Support Children’s Education in Type 1 Diabetes Mellitus: Iterative Participatory Co-Design and Feasibility Study
Background: Serious games, which are gaming applications used for purposes beyond entertainment to educate users on, and a...
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Therapeutic Uses of Gaming in Mental Health: An Untapped Potential
In their exploratory study, Pine et al [] unveil promising results indicating the potential therapeutic benefits of using ...
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Views of Specialist Clinicians and People With Multiple Sclerosis on Upper Limb Impairment and the Potential Role of Virtual Reality in the Rehabilitation of the Upper Limb in Multiple Sclerosis: Focus Group Study
Background: Finding enjoyable and effective long-term approaches to rehabilitation for improving the upper limb (UL) funct...
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Effects of Virtual Reality Therapy Combined With Conventional Rehabilitation on Pain, Kinematic Function, and Disability in Patients With Chronic Neck Pain: Randomized Controlled Trial
Background: Neck pain is a common condition that leads to neck motor dysfunction and subsequent disability, with a signifi...
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Addressing Data Absenteeism and Technology Chauvinism in the Use of Gamified Wearable Gloves Among Older Adults: Moderated Usability Study
Background: Digital health technologies have the potential to improve health outcomes for older adults, especially for tho...
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Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study
Background: Metacognitions about online gaming have been shown to be correlated with Internet Gaming Disorder (IGD). Knowl...
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Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study
Extremely-low-volume high-intensity interval training (ELVHIIT) has become a popular exercise strategy in modern society, ...
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Using Virtual Reality in a Rehabilitation Program for Patients With Breast Cancer: Phenomenological Study
Background: Surgery is an essential treatment for early breast cancer. However, the management of side effects after breas...
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Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment
Background: Few gamified cognitive tasks are subjected to rigorous examination of psychometric properties, despite their u...
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Understanding Senior Adults’ Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study
Background: Many senior adults are at risk of mental and physical disorders due to a lack of sufficient exercise. Therefor...
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Effects of a Serious Smartphone Game on Nursing Students' Theoretical Knowledge and Practical Skills in Adult Basic Life Support: Randomized Wait List–Controlled Trial
Background: Retention of adult basic life support (BLS) knowledge and skills after professional training declines over tim...
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Efficacy of a Virtual 3D Simulation–Based Digital Training Module for Building Dental Technology Students’ Long-Term Competency in Removable Partial Denture Design: Prospective Cohort Study
Background: As an attractive treatment option for partially edentulous patients, the removable partial dentures (RPDs) hav...
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Impact of Virtual Reality–Based Group Activities on Activity Level and Well-Being Among Older Adults in Nursing Homes: Longitudinal Exploratory Study
Background: In addition to illness, inactivity is a risk factor for high mortality in nursing homes. Using innovative tech...
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Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study
Background: Many people want to build good habits to become healthier, live longer, or become happier but struggle to chan...
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An Escape Game on University Students’ Mental Health During the COVID-19 Pandemic: Cocreation Study
Background: The COVID-19 pandemic has had a severe impact on students’ mental health. Interventions are needed to promote ...
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Comparing Walking-Related Everyday Life Tasks of Children with Gait Disorders in a Virtual Reality Setup With a Physical Setup: Cross-Sectional Noninferiority Study
Background: A frequent rehabilitation goal for children with gait disorders is to practice daily-life walking activities. ...
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Using a Virtual Reality Tool to Provide Primary Prevention Training in the Construction Field Following a Periodic Medical Visit: Cross-Sectional Study
Background: The construction field is highly concerned with the risk of work-related accidents, and training employees is ...
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