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Immersive Virtual Reality Use in Medical Intensive Care: Mixed Methods Feasibility Study
Immersive Virtual Reality Use in Medical Intensive Care: Mixed Methods Feasibility Study
Background: Immersive virtual reality (VR) is a promising therapy to improve the experience of patients with critical illn...
Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study
Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study
Background: Approximately half of smokers attempt to quit, but 90% of these attempts fail. Video game–based interventions ...
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...
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 ...
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 ...