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138 results on '"Video Games standards"'

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1. Energy Expenditure Validation of an Exergame Platform: Ring Fit Adventure Use in Adults with Overweight and Obesity.

2. Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review.

3. Oral Health Education for Children: Development of a Serious Game with a User-Centered Design Approach.

4. C-Mill Virtual Reality/Augmented Reality Treadmill Training for Reducing Risk of Fall in the Elderly: A Randomized Controlled Trial.

5. A Convergent Mixed Methods Design to Assess the Use of the Home Virtual Rehabilitation System By Persons with Chronic Stroke.

6. Moniz Game: Usability and User Experience Evaluation of a Musical Game for Motor Coordination.

7. Evaluation of the Usability of a Serious Game in Virtual Reality with a Focus on the Perception and Experience of Health Professionals for Motor Rehabilitation in Children with Cerebral Palsy.

8. Gamified Assessment of the Emotion Regulation Abilities in Youth: Validation of the REThink Online System.

9. Effectiveness of Wii-Fit Combined with Conventional Exercises on the Functional Mobility and Balance of Children with Cerebral Palsy and Their Typically Growing Peers.

10. Understanding Patient Perspectives on the Use of Gamification and Incentives in mHealth Apps to Improve Medication Adherence: Qualitative Study.

11. A novel "video-game" simulator for training fetoscopic laser coagulation of anastomoses in twin-to-twin transfusion syndrome.

12. A Virtual Reality Serious Videogame Versus Online Chess Augmentation in Patients with Attention Deficit Hyperactivity Disorder: A Randomized Clinical Trial.

13. The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health.

14. The Effect of Video-Based Games on Hand Functions and Cognitive Functions in Cerebral Palsy.

15. Reality and Virtual: Hemodynamic Variables and Rating of Perceived Exertion Between Dance Sessions and Active Videogame Just Dance in Women.

16. Effects of Nintendo Ring Fit Adventure Exergame on Pain and Psychological Factors in Patients with Chronic Low Back Pain.

17. Videogame and Computer Intervention Effects on Older Adults' Mental Rotation Performance.

18. Effect of Wii-habilitation on spatiotemporal parameters and upper limb function post-burn in children.

19. The Use of Gamification in Patients Undergoing Hip Arthroplasty: Scoping Review.

20. Effects of Interactive Videogames on Postural Control and Risk of Fall Outcomes in Frail and Pre-frail Older Adults: A Systematic Review and Meta-Analysis.

21. Physiological Responses of Exergaming Boxing in Adults: A Systematic Review and Meta-Analysis.

22. A Videogame-Based Approach to Measuring Information Processing Speed in Multiple Sclerosis Patients.

23. Differences in Physical Activity During Walking and Two Pokémon Go Playing Styles.

24. Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research.

25. The Effects of Physical Activity and Exergaming on Motor Skills and Executive Functions in Children with Autism Spectrum Disorder.

26. Reinforcing Value of a Moderately Physiologically Challenging Active Videogame Versus a Minimally Challenging Active Videogame.

27. Motivation in Team Exergames: Testing the Köhler Discrepancy Effect with a Software-Generated Partner During Plank Exercise.

28. Application of an Adaptive, Digital, Game-Based Approach for Cognitive Assessment in Multiple Sclerosis: Observational Study.

29. Simulation Game Versus Multiple Choice Questionnaire to Assess the Clinical Competence of Medical Students: Prospective Sequential Trial.

30. Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality Exergames.

31. Effects of the Interactive Videogame Nintendo Wii Sports on Upper Limb Motor Function of Individuals with Post-Polio Syndrome: A Randomized Clinical Trial.

32. Violent Video Games in Forensic Psychiatric Hospitals.

33. Investigating the Feasibility of Exergame on Sleep and Emotion Among University Students.

34. Movement Training in Augmented Reality for Older Adults with Essential Hypertension: A Qualitative Study Determining Training Requirements.

35. Influence of an Exergaming Training Program on Reducing the Expression of IL-10 and TGF-β in Cancer Patients.

36. Health Benefits of Digital Videogames for the Aging Population: A Systematic Review.

37. Effects of Virtual Reality on Cardiac Rehabilitation Programs for Ischemic Heart Disease: A Randomized Pilot Clinical Trial.

38. Evaluation of a Cognitive-Behavioral Game Design-Based Mobile Game on Alcohol Use for Adolescents.

39. Mila Blooms: A Mobile Phone Application and Behavioral Intervention for Promoting Physical Activity and a Healthy Diet Among Adolescent Survivors of Childhood Cancer.

40. Descriptive Normative Nutrition Messages to Maximize Effect in a Videogame: Narrative Review.

41. Personalizing Sensor-Controlled Digital Gaming to Self-Management Needs of Older Adults with Heart Failure: A Qualitative Study.

42. A Pilot Evaluation of I'M HAPPY: An Interactive Module to Halt Abuse of Prescriptions in Preteens and Youth.

43. Is the Wii balance board a valid and reliable instrument to assess postural stability in older adults with type 2 diabetes mellitus?

44. The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review.

45. Effect of Exergaming on Muscle Strength, Pain, and Functionality of Shoulders in Cancer Patients.

46. Validation of a Motor-Cognitive Assessment for a Stepping Exergame in Older Adults: Use of Game-Specific, Internal Data Stream.

47. Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change.

48. The Clinical Testing of the Serious Game Digest-Inn: A Tool to Increase Diet Adherence in Overweight Individuals.

49. Serious Gaming During Multidisciplinary Rehabilitation for Patients With Chronic Pain or Fatigue Symptoms: Mixed Methods Design of a Realist Process Evaluation.

50. The "$in TIME" Gamification Project: Using a Mobile App to Improve Cardiorespiratory Fitness Levels of College Students.

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