BACKGROUND: Finding enjoyable and effective long-term approaches to rehabilitation for improving the upper limb (UL) function of people with multiple sclerosis (MS) is challenging. Using virtual ...
Serious games for health and social change
BACKGROUND: Digital health technologies have the potential to improve health outcomes for older adults, especially for those recovering from stroke. However, there are challenges to developing th...
BACKGROUND: Neck pain is a common condition that leads to neck motor dysfunction and subsequent disability, with a significant global health care burden. As a newly emerging tool, virtual reality...
BACKGROUND: Metacognitions about online gaming have been shown to be correlated with Internet Gaming Disorder (IGD). Knowledge of metacognitions about online gaming can help to understand IGD. Th...
Extremely-low-volume high-intensity interval training (ELVHIIT) has become a popular exercise strategy in modern society, with the TABATA training method being the most popular. In the past, thes...
Background: Surgery is an essential treatment for early breast cancer. However, the management of side effects after breast cancer surgery, such as arm dysfunction and lymphedema, remains a cause...
BACKGROUND: Few gamified cognitive tasks are subjected to rigorous examination of psychometric properties, despite their use in experimental and clinical settings. Even small manipulations to cog...
Background: As an attractive treatment option for partially edentulous patients, the removable partial dentures (RPDs) have irreplaceable advantages. Although the design of RPD is crucial to the ...
Background: Retention of adult basic life support (BLS) knowledge and skills after professional training declines over time. To combat this, the European Resuscitation Council and the American He...