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The Impact of Cognitive Function on Virtual Reality Intervention for Upper Extremity Rehabilitation of Patients With Subacute Stroke: Prospective Randomized Controlled Trial With 6-Month Follow-up

期刊: JMIR SERIOUS GAMES, 2022; 10 (3)

Background: Stroke is among the leading causes of long-term disability worldwide. Motor impairments after stroke not only impact the individuals quali......

The Effectiveness of Virtual Reality-Based Interventions in Rehabilitation Management of Breast Cancer Survivors: Systematic Review and Meta-analysis

期刊: JMIR SERIOUS GAMES, 2022; 10 (1)

Background: Breast cancer survivors (BCSs) can present with various physical and psychological symptoms and functional deficits that impact their qual......

Preliminary User Evaluation of a New Dental Technology Virtual Simulation System: Development and Validation Study

期刊: JMIR SERIOUS GAMES, 2022; 10 (3)

Background: With the advancements in the dental health care industry, the demand for dental technicians has increased. Dental technicians should be th......

Effect of the Art Coloring Online Coloring Game on Subjective Well-Being Increase and Anxiety Reduction During the COVID-19 Pandemic: Development and Evaluation

期刊: JMIR SERIOUS GAMES, 2022; 10 (3)

Background: COVID-19 has spread worldwide and generated tremendous stress on human beings. Unfortunately, it is often hard for distressed individuals ......

Evaluation of an AIDS Educational Mobile Game (AIDS Fighter Health Defense) for Young Students to Improve AIDS-Related Knowledge, Stigma, and Attitude Linked to High-Risk Behaviors in China: Randomized Controlled Trial

期刊: JMIR SERIOUS GAMES, 2022; 10 (1)

Background: The AIDS epidemic among young students is serious, and effective preventive interventions are urgently needed. Game-based intervention has......

A Mobile-based Virtual Reality Speech Rehabilitation App for Patients With Aphasia After Stroke: Development and Pilot Usability Study

期刊: JMIR SERIOUS GAMES, 2022; 10 (2)

Background: Stroke has the highest disability-adjusted life-years lost in any disease, and approximately one-third of the patients get aphasia. Comput......

Virtual ER, a Serious Game for Interprofessional Education to Enhance Teamwork in Medical and Nursing Undergraduates: Development and Evaluation Study

期刊: JMIR SERIOUS GAMES, 2022; 10 (3)

Background: Engaging students in interprofessional education for higher order thinking and collaborative problem-solving skills is challenging. This s......

Benefits of Virtual Reality Balance Training for Patients With Parkinson Disease: Systematic Review, Meta-analysis, and Meta-Regression of a Randomized Controlled Trial

期刊: JMIR SERIOUS GAMES, 2022; 10 (1)

Background: Virtual reality (VR) balance training is increasingly being pursued in biomedical research, specifically with respect to investigating bal......

User Experience and Usability of Neumorphism and Gamification User Interface Designs in an HIV Self-Test Referral Program for Men Who Have Sex With Men: Prospective Open-Label Parallel-Group Randomized Controlled Trial

期刊: JMIR SERIOUS GAMES, 2022; 10 (2)

Background: Digital interventions have been applied for promoting HIV prevention and care among men who have sex with men (MSM). As user interface (UI......

Game Experience and Learning Effects of a Scoring-Based Mechanic for Logistical Aspects of Pediatric Emergency Medicine: Development and Feasibility Study

期刊: JMIR SERIOUS GAMES, 2021; 9 (1)

Background: Using serious games for learning in operations management is well established. However, especially for logistics skills in health care ope......

A Depth Camera-Based, Task-Specific Virtual Reality Rehabilitation Game for Patients With Stroke: Pilot Usability Study

期刊: JMIR SERIOUS GAMES, 2021; 9 (1)

Background: The use of virtual reality is popular in clinical rehabilitation, but the effects of using commercial virtual reality games in patients wi......

Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study

期刊: JMIR SERIOUS GAMES, 2021; 9 (2)

Background: School closures during the COVID-19 pandemic may have exacerbated students' loneliness, addictive gaming behaviors, and poor mental health......

The Adoption of a Virtual Reality-Assisted Training System for Mental Rotation: A Partial Least Squares Structural Equation Modeling Approach

期刊: JMIR SERIOUS GAMES, 2020; 8 (1)

Background: Virtual reality (VR) technologies have been developed to assist education and training. Although recent research suggested that the applic......

Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review

期刊: JMIR SERIOUS GAMES, 2020; 8 (2)

Background: Individuals with mild cognitive impairment and dementia have impaired physical and cognitive functions, leading to a reduced quality of li......

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