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Source:
Effects of the Use of an Immersive Virtual Reality Device on Handwriting in Children Aged 6 to 13 With Handwriting Difficulties : a Randomized Multiple Baseline Single-case Experimental Design
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Source:
Virtual Reality Implantation in Paediatric Rehabilitation (IMPLANT-VR4 CHILD)Cordeiro L, Soares CB. Action research in the healthcare field: a scoping review. JBI Database System Rev Implement
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Source:
Utilizing Gaming Mechanics to Optimize Telerehabilitation Adherence in Persons With StrokeMcAuley E, Duncan T, Tammen VV. Psychometric properties of the Intrinsic
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Authors :
Eling DeBruin, Prof. Dr.
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Source:
Effectiveness of an Individualized Exergame-based Motor-Cognitive Training Concept Targeted to Improve Cognitive Functioning in Older Adults With Mild Neurocognitive
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Authors :
Sigrid I. P. Kristensen, Bsc.med
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Source:
Do Leaderboards Improve Self-regulated Training in a Gamified Dermoscopy Training App? A Randomized, Controlled Trial.
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Authors :
Eling DeBruin, Prof. Dr.
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Source:
Feasibility, Usability and Acceptance of a Newly Developed Exergame-Based Traininng Concept for Older Adults With Mild Neurocognitive Disorder - A Pilot Randomized Controlled TrialManser P,
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Source:
ExerG: Video Game-based Physical Cognitive Training for Patients: a Usability Study
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Source:
Effects of the Fully Immersive Leisure-based Virtual Reality Cognitive Training for Community-dwelling Elderly
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Source:
Effects of the Fully Immersive Virtual Reality Cognitive Training Based on Leisure Activities for the Elderly With Mild Cognitive Impairment and Subjective Cognitive
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