Curr Rev Musculoskelet Med
Department of Orthopaedic Surgery and Rehabilitation, Womack Army Medical Center, 2817 Rock Merritt Avenue, Fort Liberty, NC, 28310, USA.
Published: February 2025
Purpose Of Review: Since the introduction of videogames and augmented reality technology, injuries associated with e sports have garnered increased attention from researchers and healthcare professionals. This review articles examines the spectrum of injuries associated with videogames and augmented reality and describes the nuances of the diagnoses associated with gaming injuries.
Recent Findings: Videogames changed architecture from a sedentary style of playing to a more interactive console with the introduction of technologies such as the Wii or Pokémon Go. This new style of gaming increased the range of musculoskeletal injuries to include lower energy injuries and more severe high energy trauma because of the introduction of mobility causing distraction and a neglect for safety. The previous sedentary nature of gaming lends itself to prolonged periods of static posture contributing to long-term effects and potential health implications in the future. This review article presents current literature on the specific injury types and increasing need for awareness of videogame-related injuries to further highlight preventative measures needed to mitigate injury risk and promote healthy gaming habits and ergonomic awareness.
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http://dx.doi.org/10.1007/s12178-025-09956-9 | DOI Listing |
J Pediatr Urol
February 2025
Manisa Celal Bayar University, Faculty of Health Sciences, Department of Nursing, Turkey. Electronic address:
Aim And Objectives: In the preoperative period, non-pharmacological methods such as multimedia applications and visual and audio technological tools are used to reduce children's fear and anxiety levels and to distract their attention to create a more enjoyable experience. One of these innovative technologies having attracted attention recently is augmented reality technology. The study was aimed investigating the effects of reading an augmented reality storybook on fear and anxiety levels of children in the age group of 7-12 years in the preoperative period.
View Article and Find Full Text PDFIEEE Trans Vis Comput Graph
March 2025
In Augmented Reality (AR), virtual content enhances user experience by providing additional information. However, improperly positioned or designed virtual content can be detrimental to task performance, as it can impair users' ability to accurately interpret real-world information. In this paper we examine two types of task-detrimental virtual content: obstruction attacks, in which virtual content prevents users from seeing real-world objects, and information manipulation attacks, in which virtual content interferes with users' ability to accurately interpret real-world information.
View Article and Find Full Text PDFJAMA Surg
March 2025
Division of Plastic Surgery, Department of Surgery, The University of British Columbia, Vancouver, British Columbia, Canada.
Br J Oral Maxillofac Surg
February 2025
Department of Oral and Maxillofacial Surgery, Radboud University Nijmegen Medical Centre, Nijmegen, The Netherlands. Electronic address:
In the last decades, maxillomandibular reconstruction has been revolutionised by the use of free flaps and virtual surgical planning technologies. However, the currently available applied physical cutting guides provide no intraoperative flexibility, and adjustments based on intraoperative findings are not possible. A novel augmented reality (AR)-guided technique is presented that allows for quick intraoperative surgical planning adaptations.
View Article and Find Full Text PDFClin Exp Optom
March 2025
Department of Optometry and Vision Science, University of Latvia, Riga, Latvia.
Clinical Relevance: Headset-based simulator training is increasingly utilised in eye care education, offering opportunities to improve clinical skills in a controlled, reproducible environment. These tools support the development of innovative training approaches in eye care.
Background: While the educational advantages of headset-based simulators are recognised, the potential challenges and limitations that users may encounter remain understudied.
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