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A Serious Game (Health Unit in Focus) for Enhancing Undergraduate Education on Older Adults’ Health: Design and Validation Study
A Serious Game (Health Unit in Focus) for Enhancing Undergraduate Education on Older Adults’ Health: Design and Validation Study
Background: Population aging underlines the critical need for improving health professional training to adequately care fo...
Enhancing Equity in Schoolchildren’s Basic Life Support Education in Brazil Through Serious Games: Cohort Study
Enhancing Equity in Schoolchildren’s Basic Life Support Education in Brazil Through Serious Games: Cohort Study
Background: Out-of-hospital cardiac arrests (OHCAs) predominantly occur in residential settings, often witnessed by childr...
Achieving Gameplay Independence in Virtual Reality Exergames for Individuals With Mild Intellectual Disabilities: Pilot Study
Achieving Gameplay Independence in Virtual Reality Exergames for Individuals With Mild Intellectual Disabilities: Pilot Study
Background: Individuals with mild intellectual disabilities (ID) often face cognitive and functional challenges, which can...
A Novel Eye Tracking–Based Gamified Assessment of Contrast Sensitivity Function in Children: Prospective Development and Reliability Study
A Novel Eye Tracking–Based Gamified Assessment of Contrast Sensitivity Function in Children: Prospective Development and Reliability Study
Background: Traditional vision tests for young children are limited by their reliance on subjective feedback and narrow as...
Effectiveness of Augmented Reality in the Teaching of Health University Students: Quasi-Experimental Study
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...
Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber
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...
Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study
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...
Is the Pinball Machine a Blind Spot in Serious Games Research?
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...
Authors’ Reply: Is the Pinball Machine a Blind Spot in Serious Games Research?
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...
Electrophysiological Insights in Exergaming—Electroencephalography Data Recording and Movement Artifact Detection: Systematic Review
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...
Co-Design of a Virtual Reality Multiplayer Adventure Game for Adolescents With Autism Spectrum Disorder: Mixed Methods Study
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...
The Multidomain Metaverse Cancer Care Digital Platform: Development and Usability Study
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...
Effects of a Gamified Agent-Based System for Personalized Elderly Care: Pilot Usability Study
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...
Virtual Reality in Clinical Nursing Practice Over the Past 10 Years: Umbrella Review of Meta-Analyses
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...
A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study
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...
An Internet- and Kinect-Based Multiple Sclerosis Fitness Intervention Training With Pilates Exercises: Development and Usability Study
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...
Case-Based Serious Gaming for Complication Management in Colorectal and Pancreatic Surgery: Prospective Observational Study
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 ...
Global Scientific Trends in Virtual Reality for Pain Treatment From 2000 to 2022: Bibliometric Analysis
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 ...