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Using Augmented Reality Toward Improving Social Skills: Scoping Review
Using Augmented Reality Toward Improving Social Skills: Scoping Review
Background: Augmented reality (AR) has emerged as a promising technology in educational settings owing to its engaging nat...
Short- to Long-Term Effects of Virtual Reality on Motor Skill Learning in Children With Cerebral Palsy: Systematic Review and Meta-Analysis
Short- to Long-Term Effects of Virtual Reality on Motor Skill Learning in Children With Cerebral Palsy: Systematic Review and Meta-Analysis
Background: Many studies have started integrating virtual reality (VR) into neurorehabilitation for children with cerebral...
The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment
The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment
Game elements are increasingly used to improve user engagement in digital mental health interventions, and specific game m...
The Success of Serious Games and Gamified Systems in HIV Prevention and Care: Scoping Review
The Success of Serious Games and Gamified Systems in HIV Prevention and Care: Scoping Review
Background: AIDS, which is caused by HIV, has long been one of the most significant global public health issues. Since the...
Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures: Mixed Methods Study
Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures: Mixed Methods Study
Background: The capacity of health care professionals to perform clinical procedures safely and competently is crucial as ...
Dimensions of Interactive Pervasive Game Design: Systematic Review
Dimensions of Interactive Pervasive Game Design: Systematic Review
Background: As the gaming industry grows around the world, playing pervasive games is becoming an important mode of entert...
Virtual Reality Technology in Nursing Professional Skills Training: Bibliometric Analysis
Virtual Reality Technology in Nursing Professional Skills Training: Bibliometric Analysis
Background: Nursing professional skills training has undergone significant transformation due to the exponential growth of...
Developing a Game (Inner Dragon) Within a Leading Smartphone App for Smoking Cessation: Design and Feasibility Evaluation Study
Developing a Game (Inner Dragon) Within a Leading Smartphone App for Smoking Cessation: Design and Feasibility Evaluation Study
Background: Several stand-alone smartphone apps have used serious games to provide an engaging approach to quitting smokin...
Eating Behavior and Satiety With Virtual Reality Meals Compared With Real Meals: Randomized Crossover Study
Eating Behavior and Satiety With Virtual Reality Meals Compared With Real Meals: Randomized Crossover Study
Background: Eating disorders and obesity are serious health problems with poor treatment outcomes and high relapse rates d...
Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study
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...
Cognitive Training With Head-Mounted Display Virtual Reality in Neurorehabilitation: Pilot Randomized Controlled Trial
Cognitive Training With Head-Mounted Display Virtual Reality in Neurorehabilitation: Pilot Randomized Controlled Trial
Background: Neurological rehabilitation is technologically evolving rapidly, resulting in new treatments for patients. Str...
Health Promotion in Popular Web-Based Community Games Among Young People: Proposals, Recommendations, and Applications
Health Promotion in Popular Web-Based Community Games Among Young People: Proposals, Recommendations, and Applications
Background: Young people use digital technology on a daily basis and enjoy web-based games that promote social interaction...
Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic Review
Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic Review
Background: Games and game components have become a major trend in the realm of digital health research and practice as th...
The Change in Exergaming From Before to During the COVID-19 Pandemic Among Young Adults: Longitudinal Study
The Change in Exergaming From Before to During the COVID-19 Pandemic Among Young Adults: Longitudinal Study
Background: Exergaming may be an important option to support an active lifestyle, especially during pandemics. Objective: ...
Computerized Block Games for Automated Cognitive Assessment: Development and Evaluation Study
Computerized Block Games for Automated Cognitive Assessment: Development and Evaluation Study
Background: Cognitive assessment using tangible objects can measure fine motor and hand-eye coordination skills along with...
The Effects of Exergaming on Attention in Children With Attention Deficit/Hyperactivity Disorder: Randomized Controlled Trial
The Effects of Exergaming on Attention in Children With Attention Deficit/Hyperactivity Disorder: Randomized Controlled Trial
Background: Despite growing evidence showing the effects of exercise and cognitive trainings on enhancing attention, littl...
Effects of Exergaming on Musculoskeletal Pain in Older Adults: Systematic Review and Meta-analysis
Effects of Exergaming on Musculoskeletal Pain in Older Adults: Systematic Review and Meta-analysis
Background: Exercise is effective for musculoskeletal pain. However, physical, social, and environmental factors make it d...
Serious Game for the Screening of Central Auditory Processing Disorder in School-Age Children: Development and Validation Study
Serious Game for the Screening of Central Auditory Processing Disorder in School-Age Children: Development and Validation Study
Background: Currently, many central auditory processing disorder screening tests are available for children, and serious g...
Design Preferences for a Serious Game–Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis
Design Preferences for a Serious Game–Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis
Background: Serious games have the potential to transform the field of cognitive assessment. The use of serious game–based...
Appropriate Image Selection With Virtual Reality in Vestibular Rehabilitation: Cross-sectional Study
Appropriate Image Selection With Virtual Reality in Vestibular Rehabilitation: Cross-sectional Study
Background: While vestibular rehabilitation with virtual reality (VR) is becoming more popular every day, the disadvantage...
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...