journal
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
#41
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
#42
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
https://read.qxmd.com/read/37997773/virtual-reality-in-clinical-nursing-practice-over-the-past-10-years-umbrella-review-of-meta-analyses
#43
REVIEW
Yanjie Hu, Xingzhu Yuan, Peiling Ye, Chengting Chang, Yue Han Hu, Weihua Zhang, Ka Li
BACKGROUND: Virtual reality (VR) has shown promising levels of effectiveness in nursing education, pain management, and rehabilitation. However, meta-analyses have discussed the effects of VR usage in nursing unilaterally and inconsistently, and the evidence base is diffuse and varied. OBJECTIVE: We aimed to synthesize the combined evidence from meta-analyses that assessed the effects of nurses using VR technology on nursing education or patient health outcomes...
November 23, 2023: JMIR Serious Games
https://read.qxmd.com/read/37995116/effects-of-a-gamified-agent-based-system-for-personalized-elderly-care-pilot-usability-study
#44
JOURNAL ARTICLE
Diogo Martinho, Vítor Crista, João Carneiro, Kenji Matsui, Juan Manuel Corchado, Goreti Marreiros
BACKGROUND: The global percentage of older people has increased significantly over the last decades. Information and communication technologies have become essential to develop and motivate them to pursue healthier ways of living. This paper examines a personalized coaching health care service designed to maintain living conditions and active aging among older people. Among the technologies the service includes, we highlight the use of both gamification and cognitive assistant technologies designed to support older people and an application combining a cognitive virtual assistant to directly interact with the older person and provide feedback on their current health condition and several gamification techniques to motivate the older person to stay engaged with the application and pursuit of healthier daily habits...
November 23, 2023: JMIR Serious Games
https://read.qxmd.com/read/37990809/effectiveness-of-a-5-week-virtual-reality-telerehabilitation-program-for-children-with-duchenne-and-becker-muscular-dystrophy-prospective-quasi-experimental-study
#45
JOURNAL ARTICLE
María Rosa Baeza-Barragán, Maria Teresa Labajos Manzanares, Mercedes Cristina Amaya-Álvarez, Fabián Morales Vega, Judit Rodriguez Ruiz, Rocío Martín-Valero
BACKGROUND: Duchenne muscular dystrophy (DMD) and Becker muscular dystrophy (BMD) are neuromuscular diseases. DMD is the most prevalent in children. It affects dystrophin production, reducing the patient's mobility and quality of life. New technologies have become a part of physical therapy in DMD and BMD. During the COVID-19 pandemic, conducting telerehabilitation through virtual reality-based games could help these children maintain their physical abilities. OBJECTIVE: This study examined if the use of a virtual platform in a multimodal intervention program changes the results of the 6-minute walk test (6MWT) in children with DMD and BMD...
November 15, 2023: JMIR Serious Games
https://read.qxmd.com/read/37991981/global-scientific-trends-in-virtual-reality-for-pain-treatment-from-2000-to-2022-bibliometric-analysis
#46
JOURNAL ARTICLE
Xun Yang, Sen Zhong, Sheng Yang, Meng He, Xu Xu, Shisheng He, Guoxin Fan, Lijun Liu
BACKGROUND: Virtual reality (VR) is a computer simulation technique that has been increasingly applied in pain management over the past 2 decades. OBJECTIVE: In this study, we used bibliometrics to explore the literature on VR and pain control, with the aim of identifying research progress and predicting future research hot spots. METHODS: We extracted literature on VR and pain control published between 2000 and 2022 from the Web of Science Core Collections and conducted bibliometric analyses...
November 14, 2023: JMIR Serious Games
https://read.qxmd.com/read/37990585/the-relationship-between-cognitive-resource-consumption-during-gameplay-and-postgame-aggressive-behaviors-between-subjects-experiment
#47
JOURNAL ARTICLE
Huina Teng, Lixin Zhu, Xuanyu Zhang, Boyu Qiu
BACKGROUND: The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous research has focused on how violent video game content leads to postgame aggressive behaviors. However, video games not only convey violence or prosocial content to players but also require cognitive effort from individuals. Since human cognitive resources are limited, consuming more cognitive resources in a game leads to less cognitive resources to suppress aggressive impulses...
November 14, 2023: JMIR Serious Games
https://read.qxmd.com/read/37943588/case-based-serious-gaming-for-complication-management-in-colorectal-and-pancreatic-surgery-prospective-observational-study
#48
JOURNAL ARTICLE
Sophie-Caroline Schwarzkopf, Marius Distler, Thilo Welsch, Grit Krause-Jüttler, Jürgen Weitz, Fiona R Kolbinger
BACKGROUND: The potential risk and subsequent impact of serious complications after pancreatic and colorectal surgery can be significantly reduced through early recognition, correct assessment, and timely initiation of appropriate therapy. Serious gaming (SG) is an innovative teaching method that combines play with knowledge acquisition, increased concentration, and quick decision-making and could therefore be used for clinically oriented education. OBJECTIVE: This study aims to develop a case-based SG platform for complication management in pancreatic and colorectal surgery, validate the application by comparing game courses of various professional groups in the health care sector, and test the acceptance of the developed platform in the context of clinical education by measuring levels of usability and applicability within the framework of a validity and usefulness analysis...
November 9, 2023: JMIR Serious Games
https://read.qxmd.com/read/37938895/an-internet-and-kinect-based-multiple-sclerosis-fitness-intervention-training-with-pilates-exercises-development-and-usability-study
#49
JOURNAL ARTICLE
Andrea Tacchino, Michela Ponzio, Paolo Confalonieri, Letizia Leocani, Matilde Inglese, Diego Centonze, Eleonora Cocco, Paolo Gallo, Damiano Paolicelli, Marco Rovaris, Loredana Sabattini, Gioacchino Tedeschi, Luca Prosperini, Francesco Patti, Placido Bramanti, Elisabetta Pedrazzoli, Mario Alberto Battaglia, Giampaolo Brichetto
BACKGROUND: Balance impairments are common in people with multiple sclerosis (MS), with reduced ability to maintain position and delayed responses to postural adjustments. Pilates is a popular alternative method for balance training that may reduce the rapid worsening of symptoms and the increased risk of secondary conditions (eg, depression) that are frequently associated with physical inactivity. OBJECTIVE: In this paper, we aimed to describe the design, development, and usability testing of MS Fitness Intervention Training (MS-FIT), a Kinect-based tool implementing Pilates exercises customized for MS...
November 8, 2023: JMIR Serious Games
https://read.qxmd.com/read/37921851/a-video-game-intervention-to-prevent-opioid-misuse-among-older-adolescents-development-and-preimplementation-study
#50
JOURNAL ARTICLE
Kammarauche Aneni, Claudia-Santi F Fernandes, Lily A Hoerner, Claire Szapary, Tyra M Pendergrass Boomer, Lynn E Fiellin
BACKGROUND: Opioid misuse and mental disorders are highly comorbid conditions. The ongoing substance misuse and mental health crises among adolescents in the United States underscores the importance of widely scalable substance misuse preventive interventions that also address mental health risks. Serious video games offer an engaging, widely scalable method for delivering and implementing preventive interventions. However, there are no video game interventions that focus on preventing opioid misuse among older adolescents, and there are limited existing video game interventions that address mental health...
November 3, 2023: JMIR Serious Games
https://read.qxmd.com/read/37878358/social-presence-negative-emotions-and-self-protective-behavioral-intentions-of-nonsmokers-in-response-to-secondhand-smoking-in-virtual-reality-quasi-experimental-design
#51
JOURNAL ARTICLE
Miao Liu, Yicheng Zhu, Zihan Xu, Sitong Meng
BACKGROUND: The application of virtual reality (VR) in health care has grown rapidly in China, where approximately half of the population is directly exposed to secondhand smoke (SHS). As VR headsets have become increasingly popular and short video platforms have incorporated 360° videos in China, new formats and opportunities for health campaigns about SHS have emerged. OBJECTIVE: In a simulated environment of exposure to SHS, this study aims to explore the emotional and behavioral responses to enhanced social presence brought about by VR in contrast to flat-screen videos...
October 25, 2023: JMIR Serious Games
https://read.qxmd.com/read/37856191/effects-of-commercial-exergames-and-conventional-exercises-on-improving-executive-functions-in-children-and-adolescents-meta-analysis-of-randomized-controlled-trials
#52
JOURNAL ARTICLE
Jinlong Wu, Zhuang Xu, Haowei Liu, Xiaoke Chen, Li Huang, Qiuqiong Shi, Linman Weng, Yemeng Ji, Hao Zeng, Li Peng
BACKGROUND: Exergames are promising exercise tools for improving health. To the best of our knowledge, no systematic review has compared the effects of commercial exergames and conventional exercises on improving executive functions (EFs) in children and adolescents. OBJECTIVE: This study aimed to investigate the effects of commercial exergames and conventional exercises on improving EFs in children and adolescents. METHODS: Following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines, 5 randomized controlled trial (RCT) databases (PubMed, Web of Science, Scopus, PsycINFO, and SPORTDiscus) were searched from their inception to July 7, 2022, to identify relevant RCTs...
October 19, 2023: JMIR Serious Games
https://read.qxmd.com/read/37856178/effects-of-virtual-reality-pilates-training-on-duration-of-posture-maintenance-and-flow-in-young-healthy-individuals-randomized-crossover-trial
#53
JOURNAL ARTICLE
Sung Je Park, Jea Woog Lee
BACKGROUND: This study explored the use of virtual reality (VR) technology to enhance the effectiveness and duration of low-intensity movements and postures in Pilates-derived exercises. We postulate that by leveraging the flow state in VR, individuals can engage in these exercises for longer periods while maintaining a high level of flow. OBJECTIVE: The purpose of this study was to compare differences in posture maintenance and flow between VR Pilates training and conventional Pilates training, and the correlation between the 2 factors...
October 19, 2023: JMIR Serious Games
https://read.qxmd.com/read/37843886/playfulness-and-new-technologies-in-hand-therapy-for-children-with-cerebral-palsy-scoping-review
#54
REVIEW
Tamara Veronica Pinos Cisneros, Annette Brons, Ben Kröse, Ben Schouten, Geke Ludden
BACKGROUND: Innovative technologies such as game consoles and smart toys used with games or playful approaches have proven to be successful and attractive in providing effective and motivating hand therapy for children with cerebral palsy (CP). Thus, there is an increased interest in designing and implementing interventions that can improve the well-being of these children. However, to understand how and why these interventions are motivating children, we need a better understanding of the playful elements of technology-supported hand therapy...
October 16, 2023: JMIR Serious Games
https://read.qxmd.com/read/37843885/an-exposure-based-video-game-dr-zoo-to-reduce-needle-phobia-in-children-aged-3-to-6-years-development-and-mixed-methods-pilot-study
#55
JOURNAL ARTICLE
Pat Healy, Celine Lu, Jennifer S Silk, Oliver Lindhiem, Reagan Harper, Abhishek Viswanathan, Dmitriy Babichenko
BACKGROUND: Needle phobia, which affects 19% of children aged 4 to 6 years, prevents many children from receiving necessary or preventive medical treatments. Digital interventions have been made to target needle phobia but currently rely on distraction rather than evidence-based exposure. OBJECTIVE: We designed and evaluated a serious exposure-based mobile game called Dr. Zoo to reduce the fear of needles in children aged 3 to 6 years, where players administered shots to cartoon animals...
October 16, 2023: JMIR Serious Games
https://read.qxmd.com/read/37819707/effect-of-voice-and-articulation-parameters-of-a-home-based-serious-game-for-speech-therapy-in-children-with-articulation-disorder-prospective-single-arm-clinical-trial
#56
JOURNAL ARTICLE
Seong-Yeol Kim, Minji Song, Yunju Jo, Youngjae Jung, Heecheon You, Myoung-Hwan Ko, Gi-Wook Kim
BACKGROUND: Articulation disorder decreases the clarity of language and causes a decrease in children's learning and social ability. The demand for non-face-to-face treatment is increasing owing to the limited number of therapists and geographical or economic constraints. Non-face-to-face speech therapy programs using serious games have been proposed as an alternative. OBJECTIVE: The aim of this study is to investigate the efficacy of home therapy on logopedic and phoniatric abilities in children with articulation disorder using the Smart Speech game interface...
October 11, 2023: JMIR Serious Games
https://read.qxmd.com/read/37830510/mila-learn-a-serious-game-to-train-rhythmic-abilities-in-children-with-dyslexia-feasibility-and-usability-study
#57
JOURNAL ARTICLE
Francois Vonthron, Valentin Begel, Antoine Yuen, Hugues Pellerin, David Cohen, Charline Grossard
BACKGROUND: Rhythm perception and production are related to phonological awareness and reading performance, and rhythmic deficits have been reported in dyslexia. In addition, rhythm-based interventions can improve cognitive functions, and consistent evidence suggests that they are an efficient tool for training reading skills in dyslexia. OBJECTIVE: This paper describes a rhythmic training protocol for dyslexic children provided by a serious game (SG) called MILA-Learn and the methodology used to test its usability...
October 9, 2023: JMIR Serious Games
https://read.qxmd.com/read/37801360/the-application-of-fully-immersive-virtual-reality-on-reminiscence-interventions-for-older-adults-scoping-review
#58
REVIEW
Zhipeng Lu, Wenjin Wang, Wei Yan, Chung Lin Kew, Jinsil Hwaryoung Seo, Marcia Ory
BACKGROUND: The increasing number of older adults with mental, behavioral, and memory challenges presents significant public health concerns. Reminiscence is one type of nonpharmacological intervention that can effectively evoke memories, stimulate mental activities, and improve psychological well-being in older adults through a series of discussions on previous experiences. Fully immersive virtual reality (FIVR) may be a useful tool for reminiscence interventions because it uses realistic virtual environments connected to a person's significant past stories...
October 6, 2023: JMIR Serious Games
https://read.qxmd.com/read/37788064/translating-and-testing-a-digital-game-promoting-vegetable-consumption-in-young-children-usability-study
#59
JOURNAL ARTICLE
Sophie Bucher Della Torre, Marlene Lages, Sara S Dias, Maria P Guarino, Cátia Braga-Pontes
BACKGROUND: Promoting healthy eating in children is key to preventing chronic diseases, and vegetable consumption is notably lower than recommended in this population. Among the interventions tested, gamification has shown promise in promoting familiarization, increasing knowledge, and potentially increasing vegetable intake. OBJECTIVE: This pilot study aimed first to translate the digital game "Veggies4myHeart" into French and to assess its influence on young children's preferences and willingness to taste vegetables when combined with repeated tasting and education...
October 3, 2023: JMIR Serious Games
https://read.qxmd.com/read/37776510/effectiveness-of-a-5-weeks-telerehabilitation-programme-with-virtual-reality-glasses-in-boys-with-duchenne-and-becker-during-the-covid-19-a-clinical-trial
#60
JOURNAL ARTICLE
Rosa Baeza Barragan, Maria Teresa Labajos Manzanares, Mercedes Cristina Amaya Álvarez, Fabian Morales Vega, Judith Rodriguez Ruiz, Rocío Martín Valero
BACKGROUND: Duchenne and Becker muscular dystrophy (from now "DMD" and "BMD" respectively) are the neuromuscular diseases with the most significant involvement in children. It affects dystrophin production, reducing the patient's mobility and quality of life. New technologies have become part of physical therapy in DMD and BMD. During the COVID-19 pandemic, telerehabilitation through virtual reality-based games could help these children to keep their abilities. OBJECTIVE: The purpose of this study is to know if the use of the virtual platform in a multimodal intervention program achieves changes in the results obtained in the six-minute walk test in children affected by DMD and BMD...
September 30, 2023: JMIR Serious Games
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