journal
https://read.qxmd.com/read/38598265/measuring-the-reliability-of-a-gamified-stroop-task-quantitative-experiment
#1
JOURNAL ARTICLE
Katelyn Wiley, Phaedra Berger, Maximilian Achim Friehs, Regan Lee Mandryk
BACKGROUND: Few gamified cognitive tasks are subjected to rigorous examination of psychometric properties, despite their use in experimental and clinical settings. Even small manipulations to cognitive tasks require extensive research to understand their effects. OBJECTIVE: This study aims to investigate how game elements can affect the reliability of scores on a Stroop task. We specifically investigated performance consistency within and across sessions. METHODS: We created 2 versions of the Stroop task, with and without game elements, and then tested each task with participants at 2 time points...
April 10, 2024: JMIR Serious Games
https://read.qxmd.com/read/38596827/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
#2
JOURNAL ARTICLE
KeXin Liu, YaQian Xu, ChaoYi Ma, Na Yu, FaBing Tan, Yi Li, YaXin Bai, XiaoMing Fu, JiaWu Wan, DongQi Fan, HuBin Yin, MeiXi Chen, HongJi Chen, Lin Jiang, JinLin Song, Ping Ji, XiaoHan Zhao, MengWei Pang
BACKGROUND: Removable partial denture (RPD) design is crucial to long-term success in dental treatment, but shortcomings in RPD design training and competency acquisition among dental students have persisted for decades. Digital production is increasing in prevalence in stomatology, and a digital RPD (D-RPD) module, under the framework of the certified Objective Manipulative Skill Examination of Dental Technicians (OMEDT) system reported in our previous work, may improve on existing RPD training models for students...
April 5, 2024: JMIR Serious Games
https://read.qxmd.com/read/38578690/effects-of-a-serious-smartphone-game-on-nursing-students-theoretical-knowledge-and-practical-skills-in-adult-basic-life-support-randomized-wait-list-controlled-trial
#3
JOURNAL ARTICLE
Nino Fijačko, Ruth Masterson Creber, Špela Metličar, Matej Strnad, Robert Greif, Gregor Štiglic, Pavel Skok
BACKGROUND: Retention of adult basic life support (BLS) knowledge and skills after professional training declines over time. To combat this, the European Resuscitation Council and the American Heart Association recommend shorter, more frequent BLS sessions. Emphasizing technology-enhanced learning, such as mobile learning, aims to increase out-of-hospital cardiac arrest (OHCA) survival and is becoming more integral in nursing education. OBJECTIVE: The aim of this study was to investigate whether playing a serious smartphone game called MOBICPR at home can improve and retain nursing students' theoretical knowledge of and practical skills in adult BLS...
April 5, 2024: JMIR Serious Games
https://read.qxmd.com/read/38578674/understanding-senior-adults-needs-preferences-and-experiences-of-commercial-exergames-for-health-usability-study
#4
JOURNAL ARTICLE
Yu-Han Wang
BACKGROUND: Many senior adults are at risk of mental and physical disorders due to a lack of sufficient exercise. Therefore, adherent exercise should be urgently promoted to improve senior adults' muscle strength, preventing falls and conditions caused by physical and cognitive decline. However, off-the-shelf exercise games, so-called exergames, are mainly targeted at the younger generation or children, while senior adults are neglected, when this age group strongly needs exercise. Exergames could serve as a health intervention for promoting exercise...
April 5, 2024: JMIR Serious Games
https://read.qxmd.com/read/38551635/impact-of-virtual-reality-based-group-activities-on-activity-level-and-well-being-among-older-adults-in-nursing-homes-longitudinal-exploratory-study
#5
JOURNAL ARTICLE
Yijun Li, Carlotta Wilke, Irina Shiyanov, Beate Muschalla
BACKGROUND: In addition to illness, inactivity is a risk factor for high mortality in nursing homes. Using innovative technology, such as virtual reality (VR), for meaningful group activities could provide new opportunities for solving this problem. VR interventions have already been approved as a promising method for enhancing the health of older adults. OBJECTIVE: In this study, we examined whether VR-based group activities can have a positive impact on activity level and group interaction among older adults living in nursing homes...
March 29, 2024: JMIR Serious Games
https://read.qxmd.com/read/38517466/gamification-of-behavior-change-mathematical-principle-and-proof-of-concept-study
#6
JOURNAL ARTICLE
Falk Lieder, Pin-Zhen Chen, Mike Prentice, Victoria Amo, Mateo Tošić
BACKGROUND: Many people want to build good habits to become healthier, live longer, or become happier but struggle to change their behavior. Gamification can make behavior change easier by awarding points for the desired behavior and deducting points for its omission. OBJECTIVE: In this study, we introduced a principled mathematical method for determining how many points should be awarded or deducted for the enactment or omission of the desired behavior, depending on when and how often the person has succeeded versus failed to enact it in the past...
March 22, 2024: JMIR Serious Games
https://read.qxmd.com/read/38498048/comparing-walking-related-everyday-life-tasks-of-children-with-gait-disorders-in-a-virtual-reality-setup-with-a-physical-setup-cross-sectional-noninferiority-study
#7
JOURNAL ARTICLE
Sophia Rhiel, Andrina Kläy, Urs Keller, Hubertus J A van Hedel, Corinne Ammann-Reiffer
BACKGROUND: A frequent rehabilitation goal for children with gait disorders is to practice daily-life walking activities. Unfortunately, these are often difficult to practice in a conventional therapeutic setting. Virtual reality (VR) with head-mounted displays (HMDs) could be a promising approach in neurorehabilitation to train such activities in a safe environment. First, however, we must know whether obstacles in VR are indeed mastered as obstacles. OBJECTIVE: This study aimed to provide information on whether VR is feasible and motivating to induce and practice movements needed to master real obstacles in children and adolescents with gait disorders...
March 18, 2024: JMIR Serious Games
https://read.qxmd.com/read/38498033/an-escape-game-on-university-students-mental-health-during-the-covid-19-pandemic-cocreation-study
#8
JOURNAL ARTICLE
David Labrosse, Clara Vié, Hana Hajjam, Clément Tisseron, Dimitri Thellier, Ilaria Montagni
BACKGROUND: The COVID-19 pandemic has had a severe impact on students' mental health. Interventions are needed to promote their psychological well-being and prevent mental illnesses in the aftermath of this unprecedented situation. Digital escape games can be an effective tool to support students' mental health. A cocreation approach can improve the acceptability of these interventions by involving different stakeholders (eg, end users, game designers, and health professionals) to obtain audience-specific games...
March 18, 2024: JMIR Serious Games
https://read.qxmd.com/read/38488851/using-a-virtual-reality-tool-to-provide-primary-prevention-training-in-the-construction-field-following-a-periodic-medical-visit-cross-sectional-study
#9
JOURNAL ARTICLE
Sylvain Chamot, Isabelle Mahieu, Marion Delzard, Léa Leroy, Gwen Marhic, Maxime Gignon
BACKGROUND: The construction field is highly concerned with the risk of work-related accidents, and training employees is difficult due to their small numbers in most companies. OBJECTIVE: This study aimed to study the impact of a virtual reality (VR) training tool following a periodic occupational health medical visit on the feeling of personal effectiveness in preventing occupational risks related to co-activity on a construction site. METHODS: We conducted a cross-sectional study with employees who had a periodic medical visit between April 1, 2022, and October 13, 2022, in a French occupational health service specializing in the construction field (Services Médicaux Interentreprises Bâtiment Travaux Publics [SMIBTP])...
March 15, 2024: JMIR Serious Games
https://read.qxmd.com/read/38488662/smartphone-based-virtual-and-augmented-reality-implicit-association-training-variat-for-reducing-implicit-biases-toward-patients-among-health-care-providers-app-development-and-pilot-testing
#10
JOURNAL ARTICLE
Jiabin Shen, Alex J Clinton, Jeffrey Penka, Megan E Gregory, Lindsey Sova, Sheryl Pfeil, Jeremy Patterson, Tensing Maa
BACKGROUND: Implicit bias is as prevalent among health care professionals as among the wider population and is significantly associated with lower health care quality. OBJECTIVE: The study goal was to develop and evaluate the preliminary efficacy of an innovative mobile app, VARIAT (Virtual and Augmented Reality Implicit Association Training), to reduce implicit biases among Medicaid providers. METHODS: An interdisciplinary team developed 2 interactive case-based training modules for Medicaid providers focused on implicit bias related to race and socioeconomic status (SES) and sexual orientation and gender identity (SOGI), respectively...
March 7, 2024: JMIR Serious Games
https://read.qxmd.com/read/38446522/a-smartphone-gamified-virtual-reality-exposure-therapy-augmented-with-biofeedback-for-ailurophobia-development-and-evaluation-study
#11
JOURNAL ARTICLE
Ali Khaleghi, Abbas Narimani, Zahra Aghaei, Anahita Khorrami Banaraki, Peyman Hassani-Abharian
BACKGROUND: To the best of our knowledge, no specialized research has been conducted to address ailurophobia (fear of cats) in Iran or globally. This has driven our project, along with the prevalence of ailurophobia and the absence of a gamified virtual reality exposure therapy (VRET) that incorporates affordable and easily accessible biofeedback (BF) tools. We hypothesize that a gamified VRET augmented with BF will yield more positive effects than a similar device lacking BF. OBJECTIVE: This study primarily focuses on the development and preliminary evaluation of a smartphone-gamified VRET integrated with BF, targeting animal phobia, with a specific case study on ailurophobia...
March 6, 2024: JMIR Serious Games
https://read.qxmd.com/read/38421688/digital-gamification-tools-to-enhance-vaccine-uptake-scoping-review
#12
REVIEW
Hina Hakim, S Michelle Driedger, Dominique Gagnon, Julien Chevrier, Geneviève Roch, Eve Dubé, Holly O Witteman
BACKGROUND: Gamification has been used successfully to promote various desired health behaviors. Previous studies have used gamification to achieve desired health behaviors or facilitate their learning about health. OBJECTIVE: In this scoping review, we aimed to describe digital gamified tools that have been implemented or evaluated across various populations to encourage vaccination, as well as any reported effects of identified tools. METHODS: We searched Medline, Embase, CINAHL, the Web of Science Core Collection, the Cochrane Database of Systematic Reviews, the Cochrane Central Register of Controlled Trials, Academic Search Premier, PsycInfo, Global Health, and ERIC for peer-reviewed papers describing digital gamified tools with or without evaluations...
February 29, 2024: JMIR Serious Games
https://read.qxmd.com/read/38456198/assessing-the-importance-of-content-versus-design-for-successful-crowdfunding-of-health-education-games-online-survey-study
#13
JOURNAL ARTICLE
Hong Huang, Han Yu, Wanwan Li
BACKGROUND: Health education games make health-related tasks enjoyable and interactive, thereby encouraging user participation. Entrepreneurs and health educators can leverage online crowdfunding platforms, such as Kickstarter, to transform their innovative ideas into funded projects. OBJECTIVE: This research focuses on health education game initiatives on Kickstarter. Through an online user survey, it aims to understand user perceptions and evaluate the significance of 8 distinct components that may influence the success of such crowdfunding initiatives...
February 27, 2024: JMIR Serious Games
https://read.qxmd.com/read/38407958/immersive-virtual-reality-based-methods-for-assessing-executive-functioning-systematic-review
#14
REVIEW
Rebecca Kirkham, Lars Kooijman, Lucy Albertella, Dan Myles, Murat Yücel, Kristian Rotaru
BACKGROUND: Neuropsychological assessments traditionally include tests of executive functioning (EF) because of its critical role in daily activities and link to mental disorders. Established traditional EF assessments, although robust, lack ecological validity and are limited to single cognitive processes. These methods, which are suitable for clinical populations, are less informative regarding EF in healthy individuals. With these limitations in mind, immersive virtual reality (VR)-based assessments of EF have garnered interest because of their potential to increase test sensitivity, ecological validity, and neuropsychological assessment accessibility...
February 26, 2024: JMIR Serious Games
https://read.qxmd.com/read/38407954/a-serious-game-fight-with-virus-for-preventing-covid-19-health-rumors-development-and-experimental-study
#15
JOURNAL ARTICLE
Shuo Xiong, Long Zuo, Qiwei Chen, Zhang Zeliang, Mohd Nor Akmal Khalid
BACKGROUND: Health rumors arbitrarily spread in mainstream social media on the internet. Health rumors emerged in China during the outbreak of COVID-19 in early 2020. Many midelders/elders (age over 40 years) who lived in Wuhan believed these rumors. OBJECTIVE: This study focused on designing a serious game as an experimental program to prevent and control health rumors. The focus of the study was explicitly on the context of the social networking service for midelders/elders...
February 26, 2024: JMIR Serious Games
https://read.qxmd.com/read/38393767/exploring-the-use-of-a-learning-based-exergame-to-enhance-physical-literacy-soft-skills-and-academic-learning-in-school-age-children-pilot-interventional-study
#16
JOURNAL ARTICLE
Aurelie Goncalves, Florence Lespiau, Gaëtan Briet, Eugénie Vaillant-Coindard, Angèle Palermo, Elsa Decobert, Nathan Allegret-Bourdon, Elodie Charbonnier
BACKGROUND: There is ample evidence that most children do not perform enough physical activity (PA). To address this major public health problem, the French government implemented 30 minutes of daily PA (DPA) at schools but did not provide any supplemental resources or concrete guidance. Considering both children's interest in video games and the need for teachers to complete their curriculum, the use of a learning-based exergame that combines PA and learning appears particularly relevant...
February 23, 2024: JMIR Serious Games
https://read.qxmd.com/read/38373032/extended-reality-based-mobile-app-solutions-for-the-therapy-of-children-with-autism-spectrum-disorders-systematic-literature-review
#17
REVIEW
Marian-Vladut Toma, Cristina Elena Turcu, Corneliu Octavian Turcu, Sorin Vlad, Doru Eugen Tiliute, Paul Pascu
BACKGROUND: The increasing prevalence of autism spectrum disorder (ASD) has driven research interest on the therapy of individuals with autism, especially children, as early diagnosis and appropriate treatment can lead to improvement in the condition. With the widespread availability of virtual reality, augmented reality (AR), and mixed reality technologies to the public and the increasing popularity of mobile devices, the interest in the use of applications and technologies to provide support for the therapy of children with autism is growing...
February 19, 2024: JMIR Serious Games
https://read.qxmd.com/read/38345856/electronic-interactive-games-for-glycemic-control-in-individuals-with-diabetes-systematic-review-and-meta-analysis
#18
REVIEW
WenQi Yao, YiBing Han, Li Yang, Ying Chen, ShengZhe Yan, YanZhen Cheng
BACKGROUND: Several electronic interventions have been used to improve glycemic control in patients with diabetes. Electronic interactive games specific to physical activity are available, but it is unclear if these are effective at improving glycemic control in patients with diabetes. OBJECTIVE: This study aimed to determine the effects of electronic game-based interventions on glycemic control in patients with diabetes. METHODS: Relevant studies that were published before April 1, 2023, were searched from 5 databases: PubMed, Embase, Web of Science, Scopus, and Cochrane Library...
February 12, 2024: JMIR Serious Games
https://read.qxmd.com/read/38345848/a-novel-casual-video-game-with-simple-mental-health-and-well-being-concepts-match-emoji-mixed-methods-feasibility-study
#19
JOURNAL ARTICLE
Russell Pine, James Mbinta, Lisa Te Morenga, Theresa Fleming
BACKGROUND: Adolescence is a crucial phase for early intervention and prevention of mental health problems. Casual video games are popular and have promise as a novel mechanism for reaching young people, but this potential has seldom been explored. OBJECTIVE: This study aimed to explore the acceptability, feasibility, and possible indicators of therapeutic changes after playing a purpose-built novel casual video game (Match Emoji) with simple mental health and well-being content among young adolescents...
February 12, 2024: JMIR Serious Games
https://read.qxmd.com/read/38345832/virtual-reality-therapy-for-the-management-of-chronic-spinal-pain-systematic-review-and-meta-analysis
#20
REVIEW
Tongtong Zhang, Xin Li, Xuan Zhou, Lixia Zhan, Fan Wu, Zefan Huang, Yuxun Sun, Yufei Feng, Qing Du
BACKGROUND: The effectiveness of virtual reality (VR) therapy in adults with chronic spinal pain (CSP) is unclear. OBJECTIVE: This study was conducted to compare the effectiveness of VR therapy and other therapies in adults with CSP, especially patients with inflammation-related pain. METHODS: PubMed, Web of Science, Cochrane Library, Embase, and CINAHL databases were searched up to November 11, 2023. Randomized controlled trials (RCTs) comparing adults with CSP receiving VR therapy with those receiving other therapies were included...
February 12, 2024: JMIR Serious Games
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