This randomized clinical trial assesses whether gamification with social incentives increases daily steps among adults with stroke.
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http://dx.doi.org/10.1001/jamaneurol.2022.0231 | DOI Listing |
Healthcare (Basel)
January 2025
Faculty of Social Work and Health, University of Applied Sciences and Arts Hildesheim/Holzminden/Göttingen, 31134 Hildesheim, Germany.
Background: Stroke is a leading cause of long-term disability, often resulting in upper extremity impairment. Telerehabilitation offers a promising approach to deliver therapy in home settings. This review aimed to evaluate the effects of home-based telerehabilitation interventions delivered to address upper extremity function in stroke patients.
View Article and Find Full Text PDFJ Prosthodont Res
January 2025
Department of Dysphagia Rehabilitation, Division of Gerontology and Gerodontology, Graduate School of Medical and Dental Sciences, Institute of Science Tokyo, Tokyo, Japan.
Patients: Three residents of a long-term care home volunteered to participate in a rehabilitation program involving a virtual reality blowgun game. The participants played the game 5 days a week as a new exercise routine. After 4 weeks of intervention, tongue pressure and forced expiratory volume in 1 s improved in all participants.
View Article and Find Full Text PDFBehav Sci (Basel)
December 2024
Graduate Institute of Global Business and Strategy, National Taiwan Normal University, Taipei 10645, Taiwan.
Gamification has been extensively employed in marketing practices to meet the diverse needs of consumers. Previous research suggests that gamification marketing plays a pivotal role in influencing customer purchase intention. However, the precise mechanism through which gamification marketing impacts purchase intention requires further investigation.
View Article and Find Full Text PDFJ Relig Health
December 2024
Master's Program in Global Health and Health Security, College of Public Health, Taipei Medical University, No. 301, Yuantong Road, Zhonghe District, New Taipei City, 235603, Taiwan.
Social-emotional competence (SEC) enables children to build successful relationships and reduces the risk of mental issues. It has been demonstrated that implementing social-emotional learning (SEL) programs helps develop students' SEC and that better results are obtained utilizing gamification. This paper illustrates the impact of the faith-infused, game-based intervention RENEW (REsilience iN Emotional and behavioral Well-being) on primary school students' SEC.
View Article and Find Full Text PDFComput Methods Programs Biomed
December 2024
Department of Electronic and Computer Engineering, University of Córdoba, Spain.
Background And Objective: Stroke remains a significant global concern, particularly as populations age and the incidence of stroke rises. Approximately one third of stroke survivors experience loss of autonomy, often leading to a decreased participation in rehabilitation due to economic, emotional, and social barriers. In response to these challenges, this study introduces PACTUS, an innovative gamified device designed for the rehabilitation of cognitive and motor functions in the upper limbs of patients with post-stroke.
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