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Games for Health

Kavita Radhakrishnan, Thomas Baranowski, Christine Julien, Edison Thomaz, Miyong Kim
OBJECTIVE: Examine research on the use of digital games to improve self-management (SM) behaviors in patients diagnosed with cardiovascular diagnoses of hypertension, coronary artery disease, heart failure, or myocardial infarction. MATERIALS AND METHODS: For this scoping review, the CINAHL, PubMed, and Web of Science databases were searched for studies published from January 1, 2008 to December 20, 2017 using terms relevant to digital games and cardiovascular diseases (CVDs)...
September 8, 2018: Games for Health
Daniel M Shafer, Corey P Carbonara, Michael F Korpi
OBJECTIVE: This study investigated psychological responses to playing videogames using a virtual reality (VR) head-mounted display (HMD). We also investigated how cybersickness impacts the sense of presence one feels in the virtual environment, as well as how cybersickness affects enjoyment. MATERIALS AND METHODS: Participants played randomly assigned VR games that varied in the level of sensory conflict they provided: "Lucky's Tale," "Elite: Dangerous," and "Minecraft...
September 8, 2018: Games for Health
Sharyn J Potter, Mary Flanagan, Max Seidman, Hannah Hodges, Jane G Stapleton
OBJECTIVE: Researchers at the Prevention Innovations Research Center at the University of New Hampshire and the Tiltfactor Laboratory at Dartmouth College collaborated with students to create two videogames to teach college students bystander intervention skills in situations of sexual and relationship violence and stalking. MATERIALS AND METHODS: A key strength of the present study is the collaboration with students to educate game development. The research team pooled its ideas to create a trivia game and an interactive scenario game that were pilot tested on first-year students in a midsized campus of a northeastern university...
September 5, 2018: Games for Health
Danielle E Levac, Sujata Pradhan, Debbie Espy, Emily Fox, Judith E Deutsch
OBJECTIVE: Commercially available active videogames (AVGs) are promising rehabilitation options, but lack of familiarity with game options may limit clinical integration. We evaluated content and format usability of the 'Kinect-ing' with Clinicians (KwiC) website, an online tool that characterizes commercially available games to support clinical decision-making about Kinect™ game use for rehabilitation. MATERIALS AND METHODS: This study is a cross-sectional online survey of physical therapists (PTs)...
September 4, 2018: Games for Health
Melissa Gilliam, Brandon J Hill, Erin Jaworski, Ashlyn Sparrow, Ian Bryce Jones, Patrick Jagoda
OBJECTIVE: An anti-tobacco educational board game, Smoke Stacks, was designed to engage youth in critical thinking regarding marketing practices of tobacco companies and tobacco's harmful effects. A pilot study was conducted to examine whether playing this theoretically informed that board game increased knowledge about tobacco use and negative attitudes toward tobacco companies, and decreased behavioral intentions to use tobacco. MATERIALS AND METHODS: Sixty-seven teenagers aged 14-18 participated in the game assessment...
August 29, 2018: Games for Health
Mariann Sápi, Andrea Domján, Anna Fehér-Kiss, Sándor Pintér
OBJECTIVE: To investigate the effects of balance training to improve postural control in adults older than 60. Our aim was to find out if Kinect training is superior to the conventional balance training in aspects of functional balance tests and posturography measurements testing postural stability through visual feedback. MATERIALS AND METHODS: Thirty subjects participated in the Kinect training group (29 women and 1 man), practiced Kinect Adventures and Sports, 23 volunteers (22 women and 1 man) attended the conventional balance training, and 22 participants (18 women and 4 men) were allocated to the no-intervention control group...
August 28, 2018: Games for Health
Michael Y Ni, Rex W H Hui, Tom K Li, Anna H M Tam, Lois L Y Choy, Kitty K W Ma, Felix Cheung, Gabriel M Leung
OBJECTIVE: To assess the health impact of augmented reality games by examining the association between Pokémon Go and physical activity among university students. MATERIALS AND METHODS: This pilot study included 65 medical students who were iPhone (Apple, Inc., Cupertino, CA) users with the built-in accelerometer and Health app. Main outcome measures were the change in daily walking distance before and after the release of Pokémon Go (Niantic, Inc., San Francisco, CA)...
August 28, 2018: Games for Health
Ji Sun Hong, Sun Mi Kim, Elias Aboujaoude, Doug Hyun Han
OBJECTIVE: Exposure and response prevention (ERP) therapy is considered a first-line treatment for obsessive-compulsive disorder (OCD). Dysregulation in the cortico-striato-thalamo-cortical (CSTC) circuit has been implicated in the pathophysiology of OCD, as have decreased functional connectivity (FC) between the dorsal anterior cingulate cortex (dACC) and the prefrontal cortex and increased FC between the dACC and the basal ganglia. We hypothesized that a new ERP-inspired mobile "serious game" would improve clinical symptoms in OCD and that symptom improvement would be associated with altered FC within CSTC...
August 21, 2018: Games for Health
Jen-Wen Hung, Yao-Jen Chang, Chiung-Xia Chou, Wen-Chi Wu, Stephen Howell, Wei-Peng Lu
AIM: The Scratch programming language allows learner developers to write games. The Kinect2Scratch extension makes Scratch games with bodily motion control possible by connecting to Microsoft's Kinect sensor. This study examined the feasibility and possible efficacy of a suite of motion-controlled games designed for upper extremity (UE) training in children with cerebral palsy (CP) using Kinect2Scratch. MATERIALS AND METHODS: This is a proof-of-concept study. We developed three games, requiring three UE movement patterns (shoulder holding, reaching, and handclap), for use in children with CP...
August 20, 2018: Games for Health
David R Broom, Stuart W Flint
OBJECTIVE: The objective was to examine differences in physical activity, sitting time and perceptions of physical activity and health between Pokémon Go users and nonusers at baseline (launch of the application in the United Kingdom) and 3-month follow-up. MATERIALS AND METHODS: The self-administered, short version of the 7-day recall, International Physical Activity Questionnaire, was adapted to develop the "Physical Activity and Pokémon Go questionnaire," which was distributed using social media...
July 25, 2018: Games for Health
Paula Alexandra Silva, Andy Cochrane, Helen Farrell
BACKGROUND: Engaging in physical activity contributes to healthy aging; however, adherence to exercise programs is often low among older adults. Technology-mediated dance systems, which can be used at home, and dance as a way of keeping physically active have been receiving attention as a means of not only enabling physical activity among older people but may also address key psychosocial factors that are amenable to change. OBJECTIVES: To assess the effectiveness of technology-mediated dance interventions and their impact on psychosocial factors in older adults (aged 65 or older)...
July 25, 2018: Games for Health
You Fu, Ryan D Burns, Nora Constantino, Peng Zhang
OBJECTIVE: The purpose of this study was to examine the effect of an exergaming program on physical activity, motor competence, and enjoyment in preschool children. MATERIALS AND METHODS: A sample of 65 preschool children was recruited from an urban preschool located in the Western United States. Children were randomly assigned to either an exergaming (n = 36) or a free-play group (n = 29). The intervention was 30 min/day, 5 days/week for 12 weeks for both groups, and all outcome variables were measured once during the final week of the intervention...
July 10, 2018: Games for Health
Hilary Touchett, Zachary Pope, Parisa Ghanouni, Paul Barclay, Laura Levy, Erin O'Loughlin, Angelica Godinez
No abstract text is available yet for this article.
June 29, 2018: Games for Health
Bree E Holtz, Katharine Murray, Taiwoo Park
OBJECTIVE: The purpose of this study was to systematically review the literature to assess if serious games impact health outcomes for children less than 18 years of age with chronic diseases. Additionally, the impact of self-efficacy, adherence, knowledge, use of theory, parent involvement, and study quality was also examined. MATERIALS AND METHODS: Searches were conducted in databases EBSCO, PubMed, and Web of Science between June and August 2016. Randomized controlled trials using a serious game as an intervention, for participants under 18 years of age, to improve their chronic disease were included...
June 29, 2018: Games for Health
Paula Alexandra Rego, Pedro Miguel Moreira, Luís Paulo Reis
OBJECTIVE: Serious Games is a field of research that has evolved substantially with valuable contributions to many application domains and areas. Patients often consider traditional rehabilitation approaches to be repetitive and boring, making it difficult for them to maintain their ongoing interest and assure the completion of the treatment program. Since the publication of our first taxonomy of Serious Games for Health Rehabilitation (SGHR), many studies have been published with game prototypes in this area...
June 29, 2018: Games for Health
Noa Givon Shaham, Shelley Sternberg, Debbie Rand
BACKGROUND: The use of touchscreen tablets has become common in healthcare. This technology has the potential to be used as a motivational tool for cognitive training. Age-related decline in executive functioning (EF) and dexterity may lead to poor performance using tablet applications (apps), but the impact on performance of app-based puzzles has not been studied. OBJECTIVES: (1) To characterize and compare the experience performance of playing tablet apps of older and younger adults, (2) To determine if EF and dexterity contribute to performance of app-based puzzles...
August 2018: Games for Health
Avani Shah, Kyle R Kraemer, Cho Rong Won, Sheila Black, Will Hasenbein
There is limited research on mental health interventions delivered in a digital game format and even less to guide developers on how to develop such games. This review focuses on understanding how to develop therapeutic digital games based primarily on mental health intervention games that have been empirically tested. The review was generated through database searches and backward search techniques for digital game-based interventions for specific mental disorders. We evaluated digital games that were based on validated psychological treatments...
August 2018: Games for Health
Hamilton A Hernández, Ajmal Khan, Linda Fay, Jean-Sébastien Roy, Elaine Biddiss
OBJECTIVE: To design and evaluate a low-cost gaming station that supports force resistance training in pediatric arm/hand grasp therapies through mainstream videogame play. METHODS: The gaming station was developed through an iterative participatory design process and includes a force feedback game controller (Novint Falcon), custom grips, arm/wrist supports, and software to interface with mainstream games and manage difficulty settings in the controller. The station was tested for usability and feasibility with six therapists and six children with cerebral palsy, 7-16 years of age, attending weekly therapy sessions over 12 weeks...
August 2018: Games for Health
Matthew C Shake, K Jason Crandall, Rilee P Mathews, Dustin G Falls, A Kathryn Dispennette
OBJECTIVE: A significant barrier to improving the health and well-being of older adults is that they often do not adhere to health-promoting programs. The present study examined whether Bingocize® , a game-centered mobile app that can combine bingo with healthy activities such as exercise and/or health topic education, could (1) engender high rates of adherence among sedentary community-dwelling older adults, and (2) potentially improve aspects of physical and cognitive performance. MATERIALS AND METHODS: Participants used the app for ∼1 hour, twice per week, for 10 weeks...
August 2018: Games for Health
Tayo Moss, Deborah L Feltz, Norbert L Kerr, Alan L Smith, Brian Winn, Benjamin D Spencer
OBJECTIVE: We examined how competing with a software-generated partner (SGP) against another human/virtual partner team, in an exercise video game (exergame), affects individual motivation as measured by effort. MATERIALS AND METHODS: Participants (n = 90; 49 female; Mage = 19.93 ± 1.48) were randomly assigned to one of three conditions: individual control (IC); conjunctive partner, no competition (PNC); or conjunctive partner, with competition (PWC)...
August 2018: Games for Health
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