journal
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
#21
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
#22
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
#23
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
#24
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
#25
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
https://read.qxmd.com/read/38319697/the-effects-of-serious-games-on-cardiopulmonary-resuscitation-training-and-education-systematic-review-with-meta-analysis-of-randomized-controlled-trials
#26
REVIEW
Pengfei Cheng, Yangxi Huang, Pengyu Yang, Haizhen Wang, Baichao Xu, Chaoran Qu, Hua Zhang
BACKGROUND: Serious games have emerged as an innovative educational strategy with the potential to significantly enhance the quality and effectiveness of cardiopulmonary resuscitation (CPR) training. Despite their promise, there remains a degree of controversy when comparing the advantages of serious games with traditional CPR training methods. This study seeks to provide a comprehensive assessment of the impact of serious games on CPR training and education by systematically analyzing the results of previous research...
February 6, 2024: JMIR Serious Games
https://read.qxmd.com/read/38329284/an-augmented-reality-serious-game-for-children-s-optical-science-education-randomized-controlled-trial
#27
JOURNAL ARTICLE
Bo Liu, Xinyue Wan, Xiaofang Li, Dian Zhu, Zhao Liu
BACKGROUND: Knowledge construction in the context of children's science education is an important part of fostering the development of early scientific literacy. Nevertheless, children sometimes struggle to comprehend scientific knowledge due to the presence of abstract notions. OBJECTIVE: This study aimed to evaluate the efficacy of augmented reality (AR) games as a teaching tool for enhancing children's understanding of optical science education. METHODS: A total of 36 healthy Chinese children aged 6-8 years were included in this study...
February 1, 2024: JMIR Serious Games
https://read.qxmd.com/read/38265856/health-care-professional-supported-co-design-of-a-mime-therapy-based-serious-game-for-facial-rehabilitation
#28
JOURNAL ARTICLE
Daniel Lima Sousa, Silmar Teixeira, José Everton Fontenele, Renato Mendes Santos, Leynilson Pereira, Rodrigo Baluz, Victor Hugo Bastos, Ariel Soares Teles
This research letter presents the co-design process for RG4Face, a mime therapy-based serious game that uses computer vision for human facial movement recognition and estimation to help health care professionals and patients in the facial rehabilitation process.
January 24, 2024: JMIR Serious Games
https://read.qxmd.com/read/38224472/the-role-of-ai-in-serious-games-and-gamification-for-health-scoping-review
#29
REVIEW
Daniel Tolks, Johannes Jeremy Schmidt, Sebastian Kuhn
BACKGROUND: Artificial intelligence (AI) and game-based methods such as serious games or gamification are both emerging technologies and methodologies in health care. The merging of the two could provide greater advantages, particularly in the field of therapeutic interventions in medicine. OBJECTIVE: This scoping review sought to generate an overview of the currently existing literature on the connection of AI and game-based approaches in health care. The primary objectives were to cluster studies by disease and health topic addressed, level of care, and AI or games technology...
January 15, 2024: JMIR Serious Games
https://read.qxmd.com/read/38206670/design-of-virtual-reality-exergames-for-upper-limb-stroke-rehabilitation-following-iterative-design-methods-usability-study
#30
JOURNAL ARTICLE
Julian Felipe Villada Castillo, Maria Fernanda Montoya Vega, John Edison Muñoz Cardona, David Lopez, Leonardo Quiñones, Oscar Alberto Henao Gallo, Jose Fernando Lopez
BACKGROUND: Since the early 2000s, there has been a growing interest in using exercise video games (exergames) and virtual reality (VR)-based interventions as innovative methods to enhance physical rehabilitation for individuals with multiple disabilities. Over the past decade, researchers and exercise professionals have focused on developing specialized immersive exercise video games for various populations, including those who have experienced a stroke, revealing tangible benefits for upper limb rehabilitation...
January 11, 2024: JMIR Serious Games
https://read.qxmd.com/read/38194247/digital-interventions-for-stress-among-frontline-health-care-workers-results-from-a-pilot-feasibility-cohort-trial
#31
JOURNAL ARTICLE
Caroline W Espinola, Binh Nguyen, Andrei Torres, Walter Sim, Alice Rueda, Lindsay Beavers, Douglas M Campbell, Hyejung Jung, Wendy Lou, Bill Kapralos, Elizabeth Peter, Adam Dubrowski, Sridhar Krishnan, Venkat Bhat
BACKGROUND: The COVID-19 pandemic has challenged the mental health of health care workers, increasing the rates of stress, moral distress (MD), and moral injury (MI). Virtual reality (VR) is a useful tool for studying MD and MI because it can effectively elicit psychophysiological responses, is customizable, and permits the controlled study of participants in real time. OBJECTIVE: This study aims to investigate the feasibility of using an intervention comprising a VR scenario and an educational video to examine MD among health care workers during the COVID-19 pandemic and to use our mobile app for longitudinal monitoring of stress, MD, and MI after the intervention...
January 9, 2024: JMIR Serious Games
https://read.qxmd.com/read/38180843/effects-of-a-virtual-reality-cycling-platform-on-lower-limb-rehabilitation-in-patients-with-ataxia-and-hemiparesis-pilot-randomized-controlled-trial
#32
JOURNAL ARTICLE
Ana Rojo, Arantxa Castrillo Calvillo, Cristina López, Rafael Raya, Juan C Moreno
BACKGROUND: New interventions based on motor learning principles and neural plasticity have been tested among patients with ataxia and hemiparesis. Therapies of pedaling exercises have also shown their potential to induce improvements in muscle activity, strength, and balance. Virtual reality (VR) has been demonstrated as an effective tool for improving the adherence to physical therapy, but it is still undetermined if it promotes greater improvements than conventional therapy. OBJECTIVE: Our objective was to compare the effect on lower limb range of motion (ROM) when using VR technology for cycling exercise versus not using VR technology...
January 4, 2024: JMIR Serious Games
https://read.qxmd.com/read/38154112/correction-effects-of-commercial-exergames-and-conventional-exercises-on-improving-executive-functions-in-children-and-adolescents-meta-analysis-of-randomized-controlled-trials
#33
Jinlong Wu, Zhuang Xu, Haowei Liu, Xiaoke Chen, Li Huang, Qiuqiong Shi, Linman Weng, Yemeng Ji, Hao Zeng, Li Peng
[This corrects the article DOI: .].
December 28, 2023: JMIR Serious Games
https://read.qxmd.com/read/38133907/the-use-of-gamification-in-the-self-management-of-patients-with-chronic-diseases-scoping-review
#34
REVIEW
Xiting Huang, Xinyue Xiang, Yang Liu, Zhiqian Wang, Zhili Jiang, Lihua Huang
BACKGROUND: Chronic disease self-management is a public health issue of worldwide concern, and gamification is an emerging strategy to improve patients' participation in chronic disease self-management. Some studies have summarized designs for the gamification of chronic disease self-management from the perspective of eHealth technology, but they have not mentioned differences in design methods, functions, and evaluation methods of gamified designs for self-management in different chronic diseases...
December 22, 2023: JMIR Serious Games
https://read.qxmd.com/read/38235982/a-home-based-exercise-program-with-active-video-games-for-balance-motor-proficiency-foot-and-ankle-ability-and-intrinsic-motivation-in-children-with-chronic-ankle-instability-feasibility-randomized-controlled-trial
#35
JOURNAL ARTICLE
Janya Chuadthong, Raweewan Lekskulchai, Claire Hiller, Amornpan Ajjimaporn
BACKGROUND: Children with chronic ankle instability (CAI) frequently experience ankle unsteadiness, causing trips, falls, and ankle sprain injuries resulting in poor quality of life. A specific exercise program focused on physical and psychological purposes in children with CAI is needed. OBJECTIVE: The purpose of this study was to investigate the feasibility of a 4-week home-based exercise training program using active video games (AVGs) for balance, motor proficiency, foot and ankle ability, and intrinsic motivation in children with CAI...
December 20, 2023: JMIR Serious Games
https://read.qxmd.com/read/38064258/co-design-of-a-virtual-reality-multiplayer-adventure-game-for-adolescents-with-autism-spectrum-disorder-mixed-methods-study
#36
JOURNAL ARTICLE
Silvia Gabrielli, Melanie Cristofolini, Marco Dianti, Gianpaolo Alvari, Ersilia Vallefuoco, Arianna Bentenuto, Paola Venuti, Oscar Mayora Ibarra, Elio Salvadori
BACKGROUND: Virtual reality (VR) adventure games can offer ideal technological solutions for training social skills in adolescents with autism spectrum disorder (ASD), leveraging their support for multisensory and multiplayer interactions over distance, which may lower barriers to training access and increase user motivation. However, the design of VR-based game environments for social skills training is still understudied and deserves the deployment of an inclusive design approach to ensure its acceptability by target users...
December 8, 2023: JMIR Serious Games
https://read.qxmd.com/read/38062643/effectiveness-of-a-game-based-mobile-app-for-educating-intensive-critical-care-specialist-nurses-in-extracorporeal-membrane-oxygenation-pipeline-preflushing-quasi-experimental-trial
#37
JOURNAL ARTICLE
Zihan Wang, Ruting Gu, Jingyuan Wang, Yubiao Gai, Hui Lin, Yan Zhang, Qianqian Li, Tong Sun, Lili Wei
BACKGROUND: In the context of training specialist nurses and nursing education, a game-based mobile app was used as a simulation to teach intensive critical care specialist nurses the knowledge and skills of extracorporeal membrane oxygenation (ECMO) pipeline preflushing. OBJECTIVE: This study aimed to evaluate the impact of a game-based mobile app on improving ECMO pipeline preflushing skills in intensive critical care specialist nurses. METHODS: A total of 86 intensive critical care specialist nurses who were learning ECMO for the first time were included in this study...
December 7, 2023: JMIR Serious Games
https://read.qxmd.com/read/38060297/tactics-vr-stroke-telehealth-virtual-reality-training-for-health-care-professionals-involved-in-stroke-management-at-telestroke-spoke-hospitals-module-design-and-implementation-study
#38
JOURNAL ARTICLE
Steven Maltby, Carlos Garcia-Esperon, Kate Jackson, Ken Butcher, James W Evans, William O'Brien, Courtney Dixon, Skye Russell, Natalie Wilson, Murielle G Kluge, Annika Ryan, Christine L Paul, Neil J Spratt, Christopher R Levi, Frederick Rohan Walker
BACKGROUND: Stroke management in rural areas is more variable and there is less access to reperfusion therapies, when compared with metropolitan areas. Delays in treatment contribute to worse patient outcomes. To improve stroke management in rural areas, health districts are implementing telestroke networks. The New South Wales Telestroke Service provides neurologist-led telehealth to 23 rural spoke hospitals aiming to improve treatment delivery and patient outcomes. The training of clinical staff was identified as a critical aspect for the successful implementation of this service...
December 7, 2023: JMIR Serious Games
https://read.qxmd.com/read/38059568/effects-of-a-preventive-mental-health-curriculum-embedded-into-a-scholarly-gaming-course-on-adolescent-self-esteem-prospective-matched-pairs-experiment
#39
JOURNAL ARTICLE
Christopher Jenson, Sharon Fitzgerald Wolff, Libby Matile Milkovich
BACKGROUND: Positive self-esteem predicts happiness and well-being and serves as a protective factor for favorable mental health. Scholarly gaming within the school setting may serve as a channel to deliver a mental health curriculum designed to improve self-esteem. OBJECTIVE: This study aims to evaluate the impact of a scholarly gaming curriculum with and without an embedded preventive mental health curriculum, Mental Health Moments (MHM), on adolescents' self-esteem...
December 6, 2023: JMIR Serious Games
https://read.qxmd.com/read/38032697/the-multidomain-metaverse-cancer-care-digital-platform-development-and-usability-study
#40
JOURNAL ARTICLE
Sunghak Kim, Timothy Jung, Dae Kyung Sohn, Yoon Chae, Young Ae Kim, Seung Hyun Kang, Yujin Park, Yoon Jung Chang
BACKGROUND: As cancer treatment methods have diversified and the importance of self-management, which lowers the dependence rate on direct hospital visits, has increased, effective cancer care education and management for health professionals and patients have become necessary. The metaverse is in the spotlight as a means of digital health that allows users to engage in cancer care education and management beyond physical constraints. However, it is difficult to find a multipurpose medical metaverse that can not only be used in the field but also complements current cancer care...
November 30, 2023: JMIR Serious Games
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