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Effects of a Serious Smartphone Game on Nursing Students' Theoretical Knowledge and Practical Skills in Adult Basic Life Support: Randomized Wait List–Controlled Trial
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Efficacy of a Virtual 3D Simulation–Based Digital Training Module for Building Dental Technology Students’ Long-Term Competency in Removable Partial Denture Design: Prospective Cohort Study
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Using Virtual Reality in a Rehabilitation Program for Patients With Breast Cancer: Phenomenological Study
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Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study
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Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study
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Effects of Virtual Reality Therapy Combined With Conventional Rehabilitation on Pain, Kinematic Function, and Disability in Patients With Chronic Neck Pain: Randomized Controlled Trial
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Addressing Data Absenteeism and Technology Chauvinism in the Use of Gamified Wearable Gloves Among Older Adults: Moderated Usability Study
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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 ...
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Views of Specialist Clinicians and People With Multiple Sclerosis on Upper Limb Impairment and the Potential Role of Virtual Reality in the Rehabilitation of the Upper Limb in Multiple Sclerosis: Focus Group Study
Background: Finding enjoyable and effective long-term approaches to rehabilitation for improving the upper limb (UL) funct...
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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
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Co-Design of a Virtual Reality Multiplayer Adventure Game for Adolescents With Autism Spectrum Disorder: Mixed Methods Study
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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
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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
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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
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A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study
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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
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The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment
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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
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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
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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
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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
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The Application of Fully Immersive Virtual Reality on Reminiscence Interventions for Older Adults: Scoping Review
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