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A Narrative-Gamified Mental Health App (Kuamsha) for Adolescents in Uganda: Mixed Methods Feasibility and Acceptability Study
A Narrative-Gamified Mental Health App (Kuamsha) for Adolescents in Uganda: Mixed Methods Feasibility and Acceptability Study
Background: Many adolescents in Uganda are affected by common mental disorders, but only a few affordable treatment option...
Game-Based Promotion of Assertiveness to Mitigate the Effects of Bullying in High School Students: Development and Evaluation Study
Game-Based Promotion of Assertiveness to Mitigate the Effects of Bullying in High School Students: Development and Evaluation Study
Background: For years, Mexico has reported the highest global incidence of school bullying, with approximately 19% of stud...
User Experience of a Semi-Immersive Musical Serious Game to Stimulate Cognitive Functions in Hospitalized Older Patients: Questionnaire Study
User Experience of a Semi-Immersive Musical Serious Game to Stimulate Cognitive Functions in Hospitalized Older Patients: Questionnaire Study
Background: Reminiscence therapy through music is a psychosocial intervention with benefits for elderly patients with neur...
Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study
Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study
Background: Complications due to dysphagia are increasingly prevalent among the elderly; however, the tediousness and comp...
Scrutinizing the Gateway Relationship Between Gaming and Gambling Disorder: Scoping Review With a Focus on the Southeast Asian Region
Scrutinizing the Gateway Relationship Between Gaming and Gambling Disorder: Scoping Review With a Focus on the Southeast Asian Region
Background: The gaming and gambling overlap have intensified with new evidence emerging. However, the relationship between...
Pervasive Games for Sexual Health Promotion: Scoping Literature Review
Pervasive Games for Sexual Health Promotion: Scoping Literature Review
Background: Serious games play a fundamental role in promoting safe sexual behaviors. This medium has great potential for ...
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 ...