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Impact of a 3-Month Recall Using High-Fidelity Simulation or Screen-Based Simulation on Learning Retention During Neonatal Resuscitation Training for Residents in Anesthesia and Intensive Care: Randomized Controlled Trial
Background: Retention capacities depend on the learning context. The optimal interval between two learning sessions to mai...
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Feasibility and Usability of an Artificial Intelligence—Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study
Background: Physical activity (PA) is vital for physical and mental health, but many college students fail to meet recomme...
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Effectiveness of Augmented Reality in the Teaching of Health University Students: Quasi-Experimental Study
Background: The exponential growth of new technologies has meant that the educational field has had to update itself. From...
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Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study
Background: In collaboration with clinical domain experts, we developed a prototype of immersive virtual reality (VR) cogn...
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Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber
Background: Virtual reality (VR) active gaming is growing in popularity but little is known about physical activity during...
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Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study
Background: Alzheimer disease (AD) is the leading cause of dementia worldwide. With aging populations and limited access t...
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Is the Pinball Machine a Blind Spot in Serious Games Research?
This article (letter to the editor) discusses an overlooked, long-established technology within serious games research: th...
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Authors’ Reply: Is the Pinball Machine a Blind Spot in Serious Games Research?
We appreciate the insightful comments and reflections regarding our study on the impact of serious games on executive func...
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Electrophysiological Insights in Exergaming—Electroencephalography Data Recording and Movement Artifact Detection: Systematic Review
Background: Exergames are interactive solutions that require physical activity and are commonly used in learning or rehabi...
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TACTICS VR Stroke Telehealth Virtual Reality Training for Health Care Professionals Involved in Stroke Management at Telestroke Spoke Hospitals: Module Design and Implementation Study
Background: Stroke management in rural areas is more variable and there is less access to reperfusion therapies, when comp...
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Effectiveness of a Game-Based Mobile App for Educating Intensive Critical Care Specialist Nurses in Extracorporeal Membrane Oxygenation Pipeline Preflushing: Quasi-Experimental Trial
Background: In the context of training specialist nurses and nursing education, a game-based mobile application is used as...
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Co-Design of a Virtual Reality Multiplayer Adventure Game for Adolescents With Autism Spectrum Disorder: Mixed Methods Study
Background: Virtual reality (VR) adventure games can offer ideal technological solutions for training social skills in ado...
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Effects of a Preventive Mental Health Curriculum Embedded Into a Scholarly Gaming Course on Adolescent Self-Esteem: Prospective Matched Pairs Experiment
Background: Positive self-esteem predicts happiness, well-being, and serves as a protective factor for favorable mental he...
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The Multidomain Metaverse Cancer Care Digital Platform: Development and Usability Study
Background: As cancer treatment methods have diversified and the importance of self-management, which lowers the dependenc...
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Effects of a Gamified Agent-Based System for Personalized Elderly Care: Pilot Usability Study
Background: The global percentage of older people has increased significantly over the last decades. Information and commu...
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Virtual Reality in Clinical Nursing Practice Over the Past 10 Years: Umbrella Review of Meta-Analyses
Background: VR has shown promising levels of effectiveness in various scenarios, such as nursing education, pain managemen...
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Effectiveness of a 5-Week Virtual Reality Telerehabilitation Program for Children With Duchenne and Becker Muscular Dystrophy: Prospective Quasi-Experimental Study
Background: Duchenne and Becker muscular dystrophy (from now "DMD" and "BMD" respectively) are the neu...
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A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study
Background: Opioid misuse and mental disorders are highly comorbid conditions. The ongoing substance misuse and mental hea...
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An Internet- and Kinect-Based Multiple Sclerosis Fitness Intervention Training With Pilates Exercises: Development and Usability Study
Background: Balance impairments are common in people with multiple sclerosis (MS), with reduced ability to maintain positi...
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Case-Based Serious Gaming for Complication Management in Colorectal and Pancreatic Surgery: Prospective Observational Study
Background: The potential risk and subsequent impact of serious complications after pancreatic and colorectal surgery can ...
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Global Scientific Trends in Virtual Reality for Pain Treatment From 2000 to 2022: Bibliometric Analysis
Background: Virtual reality (VR) is a computer simulation technique that has been increasingly applied in pain management ...
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The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment
Background: The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous...
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Social Presence, Negative Emotions, and Self-Protective Behavioral Intentions of Nonsmokers in Response to Secondhand Smoking in Virtual Reality: Quasi-Experimental Design
Background: The application of virtual reality (VR) in health care has grown rapidly in China, where approximately half of...
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Effects of Commercial Exergames and Conventional Exercises on Improving Executive Functions in Children and Adolescents: Meta-Analysis of Randomized Controlled Trials
Background: Exergames are promising exercise tools for improving health. To the best of our knowledge, no systematic revie...
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Effects of Virtual Reality Pilates Training on Duration of Posture Maintenance and Flow in Young, Healthy Individuals: Randomized Crossover Trial
Background: This study explored the use of virtual reality (VR) technology to enhance the effectiveness and duration of lo...
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An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study
Background: Needle phobia, which affects 19% of children aged 4 to 6 years, prevents many children from receiving necessar...
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Playfulness and New Technologies in Hand Therapy for Children With Cerebral Palsy: Scoping Review
Background: Innovative technologies such as game consoles and smart toys used with games or playful approaches have proven...
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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
Background: Articulation disorder decreases the clarity of language and causes a decrease in children’s learning and socia...
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The Application of Fully Immersive Virtual Reality on Reminiscence Interventions for Older Adults: Scoping Review
Background: The increasing number of older adults with mental, behavioral, and memory challenges presents significant publ...
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Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study
Background: Promoting healthy eating in children is key to preventing chronic diseases, and vegetable consumption is notab...
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