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http://dx.doi.org/10.1001/jama.2023.23556 | DOI Listing |
Perspect Clin Res
August 2024
Department of Pharmacy Practice, SRM College of Pharmacy, Faculty of Medicine and Health Sciences, SRM Institute of Science and Technology, Kattankulathur, Tamil Nadu, India.
Post-COVID-19, the emergence of newer technologies has taken center stage. One such technology is metaverse, which is an extension of existing technologies such as virtual reality (VR) and augmented reality (AR) that enables a fully immersive communication platform through the utilization of digital twins and avatars in a three-dimensional digital space. Literature review has shown that the adoption of such technologies in the field of clinical trials can help in improving the therapeutic outcomes in patients while having numerous other benefits.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
School of Nursing, Jilin University, Changchun, China.
Background: Gamification refers to using game design elements in nongame contexts. Promoting physical activity (PA) through gamification is a novel and promising avenue for improving lifestyles and mitigating the advancement of cardiovascular diseases (CVDs). However, evidence of its effectiveness remains mixed.
View Article and Find Full Text PDFSci Rep
January 2025
University Paris-Saclay, CEA, CNRS, Neurospin, Baobab UMR 9027, Gif-sur-Yvette, 91191, France.
Recent advances highlight the limitations of classification strategies in machine learning that rely on a single data source for understanding, diagnosing and predicting psychiatric syndromes. Moreover, approaches based solely on clinician labels often fail to capture the complexity and variability of these conditions. Recent research underlines the importance of considering multiple dimensions that span across different psychiatric syndromes.
View Article and Find Full Text PDFBehav Sci (Basel)
December 2024
Seoul Business School, aSSIST University, Seoul 03767, Republic of Korea.
As an important tool for brand promotion and marketing, the status of virtual streamers is gradually improving, especially in the Chinese market with a huge Internet user base. Virtual streamer anthropomorphism has gradually become an important research content in the field of consumer behavior. However, the specific mechanism by which the multidimensional anthropomorphic characteristics of virtual streamers affect consumer trust and purchase intention requires further investigation.
View Article and Find Full Text PDFContemp Clin Trials
January 2025
Department of Physical Education and Sports, Faculty of Sport Sciences, Sport and Health University Research Institute (iMUDS), University of Granada, 18071 Granada, Spain.
Children's physical inactivity and increasing sedentary behaviour have become major public health concerns, with a concurrent decline in muscular fitness (MF) contributing to poor physical outcomes during childhood and adolescence, highlighting the importance of developing resistance training (RT) programs. Furthermore, several educational strategies such as gamification seem to increase students' motivation which can produce an increase in performance outcomes. This study describes the rationale and protocol of a school-based randomized controlled trial called "RETRAGAM" (REsistance TRAining based on GAMification).
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