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2024
Factors Associated with Intention of Sustainable Use in Players of the Wii Fit or Smartphone-Based Fitness Applications
International Journal of Human–Computer Interaction
2024
Encyclopedia of Computer Graphics and Games
2023
Effectiveness of exergaming in reducing cancer-related fatigue among children with acute lymphoblastic leukemia: a randomized controlled trial
Annals of Medicine
2023
Efficacy of the Use of Exergames in Promoting the Mental Health of the Elderly: Protocol of a Systematic Review
Journal of Ageing and Longevity
2023
Virtual reality-based exercise interventions on quality of life, some balance factors and depression in older adults: A systematic review and meta-analysis of randomized controlled trials
Geriatric Nursing
2022
Impact of Exergames in Women with Breast Cancer After Surgery: a Systematic Review
SN Comprehensive Clinical Medicine
2022
Advances in Human and Social Aspects of Technology
2022
Australasian Computer Science Week 2022
2022
A pilot randomised control trial of the efficacy of stability-based training with visualisation for people with chronic ankle instability
Medical & Biological Engineering & Computing
2022
Evidenz körperlicher Trainings-programme zur Sturzprävention bei älteren Menschen
Praxis
2022
Senior Trauma Patients
2022
A systematic review and meta-analysis of randomized controlled trials on the effect of serious games on people with dementia
Ageing Research Reviews
2022
Temporal virtual reality-guided, dual-task, trunk balance training in a sitting position improves persistent postural-perceptual dizziness: proof of concept
Journal of NeuroEngineering and Rehabilitation
2022
The Effects of Virtual Reality on Upper Extremity in Patients with Obstetric Brachial Plexus Injury
Journal of Pediatric Neurology
2022
Performance of Homebalance Test in an Assessment of Standing Balance in Elderly Adults
Physiological Research
2022
Recent Considerations on Gaming Console Based Training for Multiple Sclerosis Rehabilitation
Medical Sciences
2022
Commercial video games as a resource for mental health: A systematic literature review
Behaviour & Information Technology
2022
Exergames to improve Rehabilitation after Anterior Cruciate Ligament Injury: Systematic review and GRADE evidence synthesis
International Journal of Orthopaedic and Trauma Nursing
2022
Effect of Wii Fit Exercise With Balance and Lower Limb Muscle Strength in Older Adults: A Meta-Analysis
Frontiers in Medicine
2021
The Use of Gamification in Patients Undergoing Hip Arthroplasty: Scoping Review
Games for Health Journal
2021
2021 Australasian Computer Science Week Multiconference
2020
The Xbox/Kinect use in poststroke rehabilitation settings: a systematic review
Arquivos de Neuro-Psiquiatria
2020
Effect of a Virtual Reality-Based Exercise Program on Fatigue in Hospitalized Taiwanese End-Stage Renal Disease Patients Undergoing Hemodialysis
Clinical Nursing Research
2020
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)
2020
Active Video Games as an Adjunct to Pulmonary Rehabilitation of Patients With Chronic Obstructive Pulmonary Disease
American Journal of Physical Medicine & Rehabilitation
2020
Effect of Wii Fit© Exercise on Balance of Older Adults with Neurocognitive Disorders: A Meta-Analysis
Journal of Alzheimer's Disease
2019
Virtual reality in the rehabilitation of patients with stroke: an integrative review
Arquivos de Neuro-Psiquiatria
2019
Virtual Reality-guided, Dual-task, Body Trunk Balance Training in the Sitting Position Improved Walking Ability without Improving Leg Strength
Progress in Rehabilitation Medicine
2018
Potential Mechanisms of Sensory Augmentation Systems on Human Balance Control
Frontiers in Neurology
2018
Safety and Feasibility of Dual-task Rehabilitation Program for Body Trunk Balance Using Virtual Reality and Three-dimensional Tracking Technologies
Progress in Rehabilitation Medicine
2018
Encyclopedia of Computer Graphics and Games
2017
High tech-low cost, the growing place of WII in rehabilitation
Annals of Physical and Rehabilitation Medicine
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