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A Narrative-Gamified Mental Health App (Kuamsha) for Adolescents in Uganda: Mixed Methods Feasibility and Acceptability Study
A Narrative-Gamified Mental Health App (Kuamsha) for Adolescents in Uganda: Mixed Methods Feasibility and Acceptability Study
Background: Many adolescents in Uganda are affected by common mental disorders, but only a few affordable treatment option...
Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review
Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review
Background: Serious games (SG) have emerged as promising tools for cognitive training and therapeutic interventions, espec...
Application of Gamification Teaching in Disaster Education: Scoping Review
Application of Gamification Teaching in Disaster Education: Scoping Review
Background: With climate change, the number of natural disasters is increasing globally, and the resulting weather-related...
Evaluation of a New Mobile Virtual Reality Setup to Alter Pain Perception: Pilot Development and Usability Study in Healthy Participants
Evaluation of a New Mobile Virtual Reality Setup to Alter Pain Perception: Pilot Development and Usability Study in Healthy Participants
Background: Chronic pain presents a significant treatment challenge, often leading to frustration for both patients and th...
Pulmonary and Physical Virtual Reality Exercises for Patients With Blunt Chest Trauma: Randomized Clinical Trial
Pulmonary and Physical Virtual Reality Exercises for Patients With Blunt Chest Trauma: Randomized Clinical Trial
Background: Adequate pain relief, early restoration of breathing, and rapid mobilization pose a clinical challenge in pati...
Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation
Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation
Background: Young people are particularly at risk of developing mental health problems, a challenge exacerbated by the COV...
Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study
Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study
Background: The use of serious games (SGs) in nursing education is increasing, with the COVID-19 pandemic significantly ac...
Interprofessional Team Training With Virtual Reality: Acceptance, Learning Outcome, and Feasibility Evaluation Study
Interprofessional Team Training With Virtual Reality: Acceptance, Learning Outcome, and Feasibility Evaluation Study
Background: Effective inter-professional teamwork is vital for ensuring high-quality patient care, especially in emergency...
Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications
Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications
Background: Many studies have shown a direct relationship between physical activity and health. It has also been shown tha...
Risk Perception and Knowledge Following a Social Game–Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial
Risk Perception and Knowledge Following a Social Game–Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial
Background: Adolescence is a critical developmental stage that is particularly vulnerable to the initiation of tobacco use...
Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial
Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial
Background: Breast cancer patients suffer high levels of psychological and physical pain. Virtual reality (VR) may be an a...
Game-Based eHealth Interventions for the Reduction of Fatigue in People With Chronic Diseases: Systematic Review and Meta-Analysis
Game-Based eHealth Interventions for the Reduction of Fatigue in People With Chronic Diseases: Systematic Review and Meta-Analysis
Background: Fatigue is a common and debilitating side effect of chronic diseases, significantly impacting patients’ qualit...
Serious Game Development for Public Health: Participatory Design Approach to COVID-19 Quarantine Policy Education
Serious Game Development for Public Health: Participatory Design Approach to COVID-19 Quarantine Policy Education
Background: Public health education plays a crucial role in effectively addressing infectious diseases, such as COVID-19. ...
The Role of Relevance in Shaping Perceptions of Sleep Hygiene Games Among University Students: Mixed Methods Study
The Role of Relevance in Shaping Perceptions of Sleep Hygiene Games Among University Students: Mixed Methods Study
Background: Sleep games are an emerging topic in the realm of serious health game research. However, designing features th...
Interactive Serious Game to Teach Basic Life Support Among Schoolchildren in Brazil: Design and Rationale
Interactive Serious Game to Teach Basic Life Support Among Schoolchildren in Brazil: Design and Rationale
Cardiovascular diseases are leading causes of death and morbidity worldwide. CPR and early defibrillation significantly en...
Impact of Video-Based Error Correction Learning for Cardiopulmonary Resuscitation Training: Quasi-Experimental Study
Impact of Video-Based Error Correction Learning for Cardiopulmonary Resuscitation Training: Quasi-Experimental Study
Background: Video-based error-correction (VBEC) in medical education could offer immediate feedback, promote enhanced lear...