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Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study
Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study
Background: The use of serious games (SGs) in nursing education is increasing, with the COVID-19 pandemic significantly ac...
Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation
Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation
Background: Young people are particularly at risk of developing mental health problems, a challenge exacerbated by the COV...
The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial
The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial
Background: In recent years, the integration of technology in education has revolutionized traditional learning paradigms....
A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study
A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study
Background: Restoring hand and finger function after a traumatic hand injury necessitates a regimen of consistent and cons...
An Evidence-Based Serious Game App for Public Education on Antibiotic Use and Resistance: Randomized Controlled Trial
An Evidence-Based Serious Game App for Public Education on Antibiotic Use and Resistance: Randomized Controlled Trial
Background: The misuse and overuse of antibiotics accelerate the development of antimicrobial resistance (AMR). Serious ga...
Gamification in Mobile Apps for Children With Disabilities: Scoping Review
Gamification in Mobile Apps for Children With Disabilities: Scoping Review
Background: Children with disabilities face numerous challenges in accessing health services. Mobile health is an emerging...
Effectiveness of Technological Interventions for Older Adults With Parkinson Disease: Systematic Review
Effectiveness of Technological Interventions for Older Adults With Parkinson Disease: Systematic Review
Background: Among the older population, Parkinson disease (PD) stands out as a leading contributor to disability. Clinical...
Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine
Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine
At the Worldwide Developers Conference in June 2023, Apple introduced the Vision Pro. The Apple Vision Pro (AVP) is a mixe...
Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment
Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment
Background: Few gamified cognitive tasks are subjected to rigorous examination of psychometric properties, despite their u...
Using Virtual Reality in a Rehabilitation Program for Patients With Breast Cancer: Phenomenological Study
Using Virtual Reality in a Rehabilitation Program for Patients With Breast Cancer: Phenomenological Study
Background: Surgery is an essential treatment for early breast cancer. However, the management of side effects after breas...
Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study
Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study
Extremely-low-volume high-intensity interval training (ELVHIIT) has become a popular exercise strategy in modern society, ...
Addressing Data Absenteeism and Technology Chauvinism in the Use of Gamified Wearable Gloves Among Older Adults: Moderated Usability Study
Addressing Data Absenteeism and Technology Chauvinism in the Use of Gamified Wearable Gloves Among Older Adults: Moderated Usability Study
Background: Digital health technologies have the potential to improve health outcomes for older adults, especially for tho...
Therapeutic Uses of Gaming in Mental Health: An Untapped Potential
Therapeutic Uses of Gaming in Mental Health: An Untapped Potential
In their exploratory study, Pine et al [] unveil promising results indicating the potential therapeutic benefits of using ...
Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study
Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study
Background: Adolescent mental health is of utmost importance. E-mental health interventions, in particular serious games, ...