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Children and Young People’s Involvement in Designing Applied Games: Scoping Review
Children and Young People’s Involvement in Designing Applied Games: Scoping Review
Background: User involvement is widely accepted as key for designing effective applied games for health. This especially h...
Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games
Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games
Background: The COVID-19 pandemic introduced an urgent need for effective strategies to disseminate crucial knowledge and ...
A Gamified Real-time Video Observed Therapies (GRVOTS) Mobile App via the Modified Nominal Group Technique: Development and Validation Study
A Gamified Real-time Video Observed Therapies (GRVOTS) Mobile App via the Modified Nominal Group Technique: Development and Validation Study
Background: The success rate of tuberculosis (TB) treatment in Malaysia remains below the recommended World Health Organiz...
A Software Engineering Framework for Reusable Design of Personalized Serious Games for Health: Development Study
A Software Engineering Framework for Reusable Design of Personalized Serious Games for Health: Development Study
Background: The use of serious games in health care is on the rise, as these games motivate treatment adherence, reduce tr...
Research Status and Emerging Trends in Virtual Reality Rehabilitation: Bibliometric and Knowledge Graph Study
Research Status and Emerging Trends in Virtual Reality Rehabilitation: Bibliometric and Knowledge Graph Study
Background: Virtual reality (VR) technology has been widely used in rehabilitation training because of its immersive, inte...
Vertical Integration of Electronic Health Records in Medical Consortiums: Dynamic Modeling Approach Based on the Evolutionary Game Theory
Vertical Integration of Electronic Health Records in Medical Consortiums: Dynamic Modeling Approach Based on the Evolutionary Game Theory
Background: China has continuously issued policies to speed up the interconnection, mutual recognition, sharing of medical...
Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke
Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke
Background: A widely applied and effective rehabilitation method for patients experiencing spatial neglect after a stroke ...
A Serious Game About Hematology for Health Care Workers (SUPER HEMO): Development and Validation Study
A Serious Game About Hematology for Health Care Workers (SUPER HEMO): Development and Validation Study
Background: Complete blood count (CBC) and hemostatic screening tests are among the most commonly prescribed blood tests w...
Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health
Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health
The metaverse is gaining traction in the general population and has become a priority of the technological industry. Defin...
Engagement With Gamification Elements in a Smoking Cessation App and Short-term Smoking Abstinence: Quantitative Assessment
Engagement With Gamification Elements in a Smoking Cessation App and Short-term Smoking Abstinence: Quantitative Assessment
Background: Gamification in smoking cessation apps has been found to improve cognitive outcomes associated with higher odd...
Advantages of a Training Course for Surgical Planning in Virtual Reality for Oral and Maxillofacial Surgery: Crossover Study
Advantages of a Training Course for Surgical Planning in Virtual Reality for Oral and Maxillofacial Surgery: Crossover Study
Background: As an integral part of computer-assisted surgery, virtual surgical planning (VSP) leads to significantly bette...
Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment
Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment
Background: Virtual reality (VR) can be used to build many different scenes aimed at reducing study-related stress. Howeve...
Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study
Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study
Background: Chinese gamers use computer and mobile phone games widely. Consequently, concerns regarding the development of...
A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy
A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy
Background: Automated virtual reality (VR) therapy has the potential to substantially increase access to evidence-based ps...
Finding Effective Adjustment Levels for Upper Limb Exergames: Focus Group Study With Children With Physical Disabilities
Finding Effective Adjustment Levels for Upper Limb Exergames: Focus Group Study With Children With Physical Disabilities
Background: We developed the Blexer system consisting of a database and a web interface for therapists that can host diffe...
Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments
Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments
Background: Successful cause-related marketing (CRM) campaigns can help companies stand out from their competitors; howeve...
Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study
Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study
Background: Replacing sedentary behaviors during leisure time with active video gaming has been shown to be an enjoyable o...
Mixed Reality in Modern Surgical and Interventional Practice: Narrative Review of the Literature
Mixed Reality in Modern Surgical and Interventional Practice: Narrative Review of the Literature
Background: Mixed reality (MR) and its potential applications have gained increasing interest within the medical community...
Differences in Brain Activity and Body Movements Between Virtual Reality and Offline Exercise: Randomized Crossover Trial
Differences in Brain Activity and Body Movements Between Virtual Reality and Offline Exercise: Randomized Crossover Trial
Background: Virtual reality (VR) has been suggested to be effective at enhancing physical exercises because of its immersi...
Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study
Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study
Background: Depression is a severe illness that has accelerated with the spread of COVID-19 and associated lockdowns. As a...
Integrating a Video Game Recording Into a Qualitative Research Methods Course to Overcome COVID-19 Barriers to Teaching: Qualitative Analysis
Integrating a Video Game Recording Into a Qualitative Research Methods Course to Overcome COVID-19 Barriers to Teaching: Qualitative Analysis
Background: Because of the COVID-19 pandemic, a doctoral-level public health qualitative research methods course was moved...
A Web-Based Gaming Approach to Decrease HIV-Related Stigma: Game Development and Mixed Methods Evaluation
A Web-Based Gaming Approach to Decrease HIV-Related Stigma: Game Development and Mixed Methods Evaluation
Background: The stigma faced by people living with HIV causes difficulties in the treatment of HIV/AIDS. Decreasing this s...
Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study
Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study
Background: The wide availability of mobile phones has made it easy to disseminate health-related information and make it ...
An Automated Virtual Reality Training System for Teacher-Student Interaction: A Randomized Controlled Trial
An Automated Virtual Reality Training System for Teacher-Student Interaction: A Randomized Controlled Trial
Background: Shortages in qualified supervision and other resources prevent education personnel from rehearsing effective p...
Teamwork Training With a Multiplayer Game in Health Care: Content Analysis of the Teamwork Principles Applied
Teamwork Training With a Multiplayer Game in Health Care: Content Analysis of the Teamwork Principles Applied
Background: In health care, teamwork skills are critical for patient safety; therefore, great emphasis is placed on traini...