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Sichuan University

Organization2 reports

2 reports, presentations and talks by Sichuan University in the Game Industry Library, the newest “Effects of a Virtual Interactive System on Emergency Preparedness for Infectious Diseases: China” (2026).

Documents

Cover of Effects of a Virtual Interactive System on Emergency Preparedness for Infectious Diseases: China
Whitepaper16 pages

Effects of a Virtual Interactive System on Emergency Preparedness for Infectious Diseases: China

This randomized controlled trial, conducted from October to December 2023 at a secondary vocational school in Luzhou, Sichuan, evaluated the People's War Against Pandemic virtual interactive system for emergency preparedness and infectious disease health literacy among 120 adolescents aged 16 to 19.

  • Adolescents using the virtual system showed higher emergency preparedness scores than lecture-only controls at 4 weeks, with the intervention group at 221.00 versus 194.52 for controls.
  • The emergency preparedness gain in the intervention group appeared faster than in the lecture-only group, with the intervention group's mean rising from 184.13 at baseline to 194.28 at 2 weeks.
  • Health literacy scores in the intervention group were significantly higher than controls at 4 weeks (30.19 vs 25.90) and at the 2-week follow-up (29.80 vs 25.84).
Sichuan UniversityOct 2026
Cover of The Reciprocal Relationships Among Impulsivity, Self-Control, Gaming Time, and Internet Gaming Disorder Among Adolescents: Prospective Longitudinal Cohort Study
Whitepaper13 pages

The Reciprocal Relationships Among Impulsivity, Self-Control, Gaming Time, and Internet Gaming Disorder Among Adolescents: Prospective Longitudinal Cohort Study

This study, published in JMIR Serious Games in 2026, is a 12-month, two-wave prospective longitudinal cohort of 2238 Chinese adolescents, aged 12 to 14, from grade 7 and grade 8 students at six junior high schools in Chengdu and Guangzhou.

  • Self-control at wave 1 was prospectively and negatively associated with IGD at wave 2 (β=-0.11, 95% CI -0.17 to -0.05), and with gaming time at wave 2 (β=-0.13).
  • Gaming time at wave 1 was not prospectively associated with IGD at wave 2 (β=0.02, 95% CI -0.04 to 0.08), while IGD at wave 1 was associated with later gaming time.
  • IGD at wave 1 was prospectively and negatively associated with self-control at wave 2 (β=-0.09).
Fudan UniversitySep 2026

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