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SCI Abstract
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Adolescents’ and Parents’ Perspectives on Using the MedSMARxT Families Intervention in Emergency Departments for Opioid Medication Safety Education: Mixed Methods Study
Background: The opioid crisis has significantly impacted adolescents and their families. This is attributed in part to inc...
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Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental Study
Background: Rehabilitation interventions to improve standing balance are often tedious and complex limiting user engagemen...
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Preliminary Efficacy of a Gamified Mobile App for Promoting Self-Health Management Among Nurses in the Post-COVID Era: Single-Group Pre-Post Study
Background: The COVID-19 pandemic has significantly affected health care professionals, especially nurses, who have experi...
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Gamification Integration in Technological Devices for Motor Rehabilitation in Parkinson Disease: Scoping Review
Background: Parkinson's disease (PD) is a rapidly growing neurological condition worldwide. While physiotherapy and e...
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FITLIGHT Training and Its Influence on Visual-Motor Reactions and Dribbling Speed in Female Basketball Players: Prospective Evaluation Study
Background: Basketball exists as a team-based sport played on a court involving intense physical demands because players n...
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A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis
Background: Accumulating evidence and medical guidelines recommend high-dose neurorehabilitation for recovery after stroke...
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A Virtual Reality Force Control Training System on Brain Activation: Functional Near-Infrared Spectroscopy (fNIRS) Study
Background: Aging can bring upon several effects that can hinder one's quality of life. One of the effects is the dec...
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Exergaming System for Exercise-Based Cardiac Rehabilitation in Patients With Heart Failure: Development and Usability Assessment Study of a Device Prototype
Background: Heart failure (HF) is a growing global health concern, and adherence to early cardiac rehabilitation (CR) rema...
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Exploring the Immediate and Long-Term Effects of Immersive Virtual Reality on Behavioral and Psychological Symptoms of Dementia and Caregiver Burden: Longitudinal Observational Study
Background: Virtual reality (VR) interventions are emerging as promising non-pharmacological strategies for people with de...
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Home-Based Virtual Reality Training for Enhanced Balance, Strength, and Mobility Among Older Adults With Frailty: Systematic Review and Meta-Analysis
Background: Frailty is a geriatric syndrome associated with increased risk of falls, hospitalization, and reduced quality ...
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School Climate and School Identification as Determinants of Internet Gaming Disorder Among Chinese Adolescent Internet Gamers: Cross-Sectional Mediation Study
Background: School climate and school identification are important features of the school environment and potential determ...
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Comparison of Occupational Performance in Immersive Virtual and Real Environments Among Patients With Stroke: Observational Randomized Crossover Pilot Study
Background: Conventional rehabilitation approaches involve therapists simulating various occupational tasks in healthcare ...
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Electronic Feedback Alone Versus Electronic Feedback Plus in-Person Debriefing for a Serious Game Designed to Teach Novice Anesthesiology Residents to Perform General Anesthesia for Cesarean Delivery: Randomized Controlled Trial
Background: EmergenCSimTM, is a novel researcher-developed serious game (SG) with an embedded scoring and feedback tool th...
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The Effect of Young People–Assisted, Individualized, Motion-Based Video Games on Physical, Cognitive, and Social Frailty Among Community-Dwelling Older Adults With Frailty: Randomized Controlled Trial
Background: The aging population highlights the need to maintain both physical and psychological well-being. Frailty, a mu...
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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...
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Using Digital Art and Attachment Priming in a Web-Based Serious Game to Reduce Pain and Social Disconnection in Individuals With Chronic Pain and Loneliness: Randomized Controlled Trial
Background: Pain is a leading cause of disability around the world and severely impacts quality of life for millions of Am...
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Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis
Background: Attention deficit hyperactivity disorder (ADHD). is one of the common neurodevelopmental disorders in children...
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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...
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Incorporating an Intelligent Tutoring System Into a Game-Based Auditory Rehabilitation Training for Adult Cochlear Implant Recipients: Algorithm Development and Validation
Background: Cochlear implants are implanted hearing devices; instead of amplifying sounds like common hearing aids, this t...
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The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure
Reducing inactivity in patients with chronic disease is vital since it can decrease the risk of disease progression and mo...
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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....
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Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study
Background: Prolonged sedentary behavior, such as sitting or reclining, has consistently been identified as a stand-alone ...
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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...
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Perceived Barriers and Facilitators Regarding the Implementation of Gamification to Promote Physical Activity in the Neighborhood: Interview Study Among Intermediaries
Background: In the Netherlands, neighborhood sport coaches (NSCs) play an important role as intermediaries in promoting ph...
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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...
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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...
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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...
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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...
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Association Between Internet Gaming Disorder and Suicidal Ideation Mediated by Psychosocial Resources and Psychosocial Problems Among Adolescent Internet Gamers in China: Cross-Sectional Study
Background: Adolescent internet gaming disorder (IGD) was associated with severe harm, including suicidal ideation. While ...
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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...
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