TY - JOUR A1 - Beck, Eberhard A1 - Schrader, Thomas A1 - Tetzlaff, Laura A1 - Schröder, Cornelia T1 - Prospektive Risikoanalyse: Die Ähnlichkeit von Medikamentennamen in der Drugbank-Datenbank T1 - Prospective risk analysis: The similarity of drug names in the Drugbank database JF - GMS Medizinische Informatik, Biometrie und Epidemiologie Y1 - 2018 U6 - https://doi.org/10.3205/mibe000187 VL - 14 IS - 2 SP - 1/7 EP - 7/7 ER - TY - JOUR A1 - Beck, Eberhard A1 - Tetzlaff, Laura A1 - Schröder, Cornelia A1 - Schrader, Thomas T1 - Die Datenqualität des CIRSmedical – geeignet für eine systematische Analyse? JF - GMS Medizinische Informatik, Biometrie und Epidemiologie T2 - The data quality of CIRSmedical – suitable for a systematic analysis? Y1 - 2018 U6 - https://doi.org/10.3205/mibe000188 VL - 14 IS - 2 SP - Doc10-1 EP - Doc10-9 ER - TY - JOUR A1 - Beck, Eberhard A1 - Rödiger, Stefan A1 - Liefold, Marius A1 - Ruhe, Madeleine A1 - Reinwald, Mark A1 - Deckert, P. Markus T1 - Quantification of DNA double-strand breaks in peripheral blood mononuclear cells from healthy donors exposed to bendamustine by an automated γH2AX assay—an exploratory study JF - Journal of Laboratory and Precision Medicine Y1 - 2018 U6 - https://doi.org/10.21037/jlpm.2018.04.10 VL - 3 IS - 5 SP - 47-12 ER - TY - JOUR A1 - Prinz, Alexander A1 - Orlowski, Katja A1 - Beck, Eberhard A1 - Witte, Kerstin T1 - Serious Games for Seniors With Dementia: A Pilot Study JF - Journal of Applied Gerontology N2 - Dementia, marked by cognitive decline, significantly impacts daily life. With global prevalence rising, traditional treatments manage symptoms but have side effects and offer no cure. Non-pharmacological interventions, like serious games, are gaining importance. This study assesses the feasibility and benefits of serious games for people with mild to moderate dementia over a 10-week intervention. Sixty-one patients were recruited, with 35 completing the study. The intervention included six games focusing on physical and cognitive training. Outcome measures were motor function, cognitive assessments, quality of life, and depression. Results showed significant improvements in dynamic balance (p = .013) but no significant changes in other measures. The findings suggest that serious games are feasible and can improve motor functions like balance. However, short intervention periods may limit their impact on cognitive function and quality of life. Longer interventions and personalized game designs are recommended for greater benefits. Y1 - 2025 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:522-opus4-33440 VL - 2025 SP - 1 EP - 11 PB - SAGE ER -