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http://dx.doi.org/10.1002/oby.24347 | DOI Listing |
PLoS One
September 2025
Department of Pediatric Hemato-Oncology, La Paz University Hospital, Madrid, Spain.
This randomized controlled trial aims to evaluate the efficacy of a cognitive training program using video games in improving neuropsychological, neurological, immunological, and inflammatory parameters in childhood cancer survivors. This study will recruit 56 patients aged 8-17 years who have completed cancer treatment 1-8 years prior to enrollment. Participants will be randomized to either the video game intervention or waiting group.
View Article and Find Full Text PDFCan J Psychiatry
August 2025
Department of Psychiatry, Queen's University, Kingston, ON, Canada.
Objectives: This study aimed to implement an artificial intelligence-assisted psychiatric triage program, assessing its impact on efficiency and resource optimization.
Methods: This project recruited patients on the waitlist for psychiatric evaluation at an outpatient hospital. Participants ( = 101) completed a digital triage module that used natural language processing and machine learning to recommend a care intensity level and a disorder-specific digital psychotherapy program.
Obesity (Silver Spring)
August 2025
Centre for Healthcare Randomised Trials, University of Aberdeen, Aberdeen, UK.
Objective: The objective was to explore whether socioeconomic, health, and behavioral characteristics moderate the effectiveness of a text message intervention with or without financial incentives versus a control group and to examine differences in exploratory outcomes.
Methods: This three-group randomized trial including 585 men with obesity compared daily automated behavioral text messages alongside financial incentives, text messages alone, and a waiting list control for 12 months. Moderator analyses examined percentage weight change after 12 months for 9 socioeconomic and 11 health factors.
Obesity (Silver Spring)
July 2025
Liggins Institute, University of Auckland, Auckland, New Zealand.
PLoS One
June 2025
Departamento de Personalidad, Evaluación y Tratamientos Psicológicos, Facultad de Psicología y Logopedia, Universitat de València, Valencia, Spain.
Background: During adolescence, individuals face various challenges that require adequate psychosocial and emotional adjustment. Additionally, the presence of a chronic illness during this stage, such as Type 1 Diabetes Mellitus (T1DM), introduces additional medical and psychological needs, which can increase vulnerability. In this context, serious games emerge as a promising tool to address educational and psychoemotional aspects while maintaining the motivation and playability typical of a video game.
View Article and Find Full Text PDF