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Games for Health

Han-Chung Huang, Huynh Van Nguyen, T C E Cheng, May-Kuen Wong, Hsin-Ying Chiu, Ya-Hui Yang, Ching-I Teng
OBJECTIVE: Exergames are popular technology applications that encourage individuals to engage in exercise and create positive moods for players. However, little is known as to whether playing exergames makes players perceive to be more energetic and relaxed and whether enthusiasm about doing exercise moderates such perceptions. To answer these questions, we use the Flow Theory and the Self-Determination Theory to develop the hypotheses. METHODS: We conducted a randomized controlled trial, which randomly assigned 337 participants to an intervention group and a control group...
November 10, 2018: Games for Health
Ayla Schwarz, Lieze Mertens, Monique Simons, Jorinde E Spook, Debbe Thompson, Greet Cardon, Ilse De Bourdeaudhuij, Sebastien F M Chastin, Ann DeSmet
OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games. MATERIALS AND METHODS: Adolescents were recruited through school to complete a survey on narrative preferences in digital games...
November 9, 2018: Games for Health
Sun Mi Kim, Hee-Jun Kim, Hyun Chan Hwang, Ji Sun Hong, Sujin Bae, Kyoung Joon Min, Doug Hyun Han
OBJECTIVE: Depression is common in cancer patients. We investigated the effects of playing a serious game in breast cancer patients with mild to moderate depression using functional neuroimaging. MATERIALS AND METHODS: Thirty-five participants were randomly assigned to the Game group and the Nongame group, and fifteen participants in each group completed the study protocol. Participants in the Game group were asked to play a serious game, "Hit the Cancer" (RAW HAND, Seoul, Korea), for at least 30 minutes/day, 5 days/week, for 3 weeks...
October 31, 2018: Games for Health
Anong Amaritakomol, Rungsrit Kanjanavanit, Nattaya Suwankruhasn, Paleerat Topaiboon, Krit Leemasawat, Rattanachai Chanchai, Patrick Jourdain, Arintaya Phrommintikul
OBJECTIVE: To evaluate the effects of an educational board game on heart failure (HF) patients' knowledge and self-care behavior. METHODS: In this randomized controlled study with a follow-up of 3 months, 76 patients with HF with reduced ejection fraction, who had been enrolled in our multidisciplinary HF program, were divided into two groups. During their follow-up appointment at the HF clinic usually 2 weeks after discharge, the interventional group participated in an HF educational board game conducted in Thai language, while the control group received the usual care including standard education...
October 31, 2018: Games for Health
Alexandra Perrot, Pauline Maillot, Alan Hartley
OBJECTIVE: The purpose of the study was to compare a cognitive training game, Kawashima Brain Training (KBT), and an action videogame, Super Mario Bros (SMB), in their effects on cognitive function in older adults. MATERIALS AND METHODS: Thirty-six older adults were randomly assigned to the KBT group, the SMB group, or the no-training no-contact control group. All participants completed several cognitive tests [matrix reasoning, Stroop, Trail Making Test, digit symbol substitution test (DSST), Corsi clock, spatial relation, and number comparison]...
October 30, 2018: Games for Health
Tom Baranowski, Courtney Ryan, Andrés Hoyos-Cespedes, Amy Shirong Lu
Games provide an attractive venue for engaging participants and increasing nutrition-related knowledge and dietary behavior change, but no review has appeared devoted to this literature. A scoping review of nutrition education and dietary behavior change videogames or interactive games was conducted. A systematic search was made of PubMed, Agricola, and Google Scholar. Information was abstracted from 22 publications. To be included, the publication had to include a videogame or interactive experience involving games (a videogame alone, minigames inserted into a larger multimedia experience, or game as part of a human-delivered intervention); game's design objective was to influence dietary behavior, a psychosocial determinant of a dietary behavior, or nutrition knowledge (hereinafter referred to as diet-related); must have been reported in English and must have appeared in a professional publication, including some report of outcomes or results (thereby passing some peer review)...
October 19, 2018: Games for Health
Johnny Madrigal-Pana, Julio Gómez-Figueroa, José Moncada-Jiménez
OBJECTIVE: The purpose of the study was to determine perception of videogames and the use Pokémon Go in Costa Rica. MATERIALS AND METHODS: A national representative sample (n = 1059) of adults aged 18 years and older was chosen to complete a face-to-face survey on videogame perceptions and the use of Pokémon Go. Statistical analyses included 95% confidence intervals (95% CI) around the estimate, multiple regression, cluster, and factor analysis. RESULTS: The 85...
October 19, 2018: Games for Health
Qun Fang, Christopher A Aiken, Chao Fang, Zhujun Pan
The increase in autism spectrum disorder (ASD) population triggers a deep concern within public health. This alarming trend stresses the need for the development of effective strategies that might aid with this growing population. Exergaming has several advantages as an ASD intervention, such as flexible play, a private space for exercise, and diverse types of physical activity. The study aims to analyze the effectiveness of exergaming interventions on individuals with ASD. The systematic review was conducted in accordance with PRISMA guidelines...
October 17, 2018: Games for Health
Aileen M Gariepy, Kimberly Hieftje, Tyra Pendergrass, Erica Miller, James D Dziura, Lynn E Fiellin
OBJECTIVE: Develop and test feasibility of a mobile videogame intervention to decrease high-risk sexual behavior in black and Hispanic adolescents. MATERIALS AND METHODS: Iterative design to develop intervention in partnership with target audience. Feasibility and preliminary impact data collected at baseline, following 2-3 hours of gameplay and at 8-week follow-up. RESULTS: Twenty-six 15-17-year-olds completed pilot testing: 16 (62%) were male, 20 (77%) black or Hispanic...
October 6, 2018: Games for Health
Aijse W de Vries, Jaap H van Dieën, Vero van den Abeele, Sabine M P Verschueren
OBJECTIVE: We studied which games and underlying game mechanics are considered motivating by older adults, so that designers and therapists make informed choices when designing or selecting virtual reality (VR)-training interventions. MATERIALS AND METHODS: We conducted a repeated measures design with 30 older participants, who played eight different VR-training games and afterward filled out the intrinsic motivation inventory (IMI). Differences in intrinsic motivation between games were analyzed using Friedman's tests...
October 4, 2018: Games for Health
Patrícia Belchior, Anna Yam, Kelsey R Thomas, Daphne Bavelier, Karlene K Ball, William C Mann, Michael Marsiske
OBJECTIVE: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention. MATERIALS AND METHODS: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i...
September 29, 2018: Games for Health
Colby Beach, Gabrielle Billstrom, Elizabeth T Anderson Steeves, Jennifer I Flynn, Jeremy A Steeves
OBJECTIVE: The aim of the study was to compare objectively measured physical activity (PA) between greenway users playing and not playing Pokémon Go. MATERIALS AND METHODS: A sample of 100 participants walking on a greenway wore an Omron pedometer and ActiGraph accelerometer and provided demographic data through an intercept survey during a natural experiment. Mann-Whitney U tests and multiple regression compared greenway PA variables between Pokémon Go (n = 13) and non-Pokémon Go (n = 87)...
September 27, 2018: Games for Health
Andrea Gauthier, Pamela M Kato, Kim C M Bul, Ian Dunwell, Aimee Walker-Clarke, Petros Lameras
Nondigital board games are being used to engage players and impact outcomes in health and medicine across diverse populations and contexts. This systematic review and meta-analysis describes and summarizes their impact based on randomized and nonrandomized controlled trials. An electronic search resulted in a review of n = 21 eligible studies. Sample sizes ranged from n = 17 to n = 3110 (n = 6554 total participants). A majority of the board game interventions focused on education to increase health-related knowledge and behaviors (76%, n = 16)...
September 25, 2018: Games for Health
Grzegorz Juras, Anna Brachman, Justyna Michalska, Anna Kamieniarz, Michał Pawłowski, Anna Hadamus, Dariusz Białoszewski, Janusz Błaszczyk, Kajetan J Słomka
OBJECTIVE: To determine the effect of virtual reality (VR) games on improving balance in different groups of neurological patients with a particular focus on the study quality and to determine the gold standard in VR training in these groups. MATERIALS AND METHODS: A systematic review of controlled trials published between January 2009 and December 2017 was conducted. The PubMed, SCOPUS, SPORTDiscus, and Medline databases were searched. Studies involved patients with stroke or Parkinson's disease or children with cerebral palsy...
September 21, 2018: Games for Health
Imran Amjad, Hamza Toor, Imran Khan Niazi, Sanna Pervaiz, Mads Jochumsen, Muhammad Shafique, Heidi Haavik, Touqeer Ahmed
OBJECTIVES: Physical activity and cognitive training are effective to enhance cognition in older patients with mild cognitive impairment (MCI). Xbox 360 Kinect cognitive games are a combination of physical activity and cognitive training. The objective of this study was to determine the short- and long-term effects of Xbox 360 Kinect cognitive games on slowness and complexity of electroencephalography (EEG) and cognitive functions in older subjects with MCI. MATERIALS AND METHODS: A clinical trial was conducted on 44 MCI subjects...
September 21, 2018: Games for Health
Barbara J Polivka, Sarah Anderson, Steve A Lavender, Carolyn M Sommerich, Donald L Stredney, Celia E Wills, Amy R Darragh
OBJECTIVE: This study evaluated the efficacy, usability, usefulness, and desirability (UUD) of a Home Healthcare Interactive Virtual Simulation Training System (HH-VSTS) designed to train home healthcare workers (HHWs) and healthcare students to identify and respond to health and safety hazards in client homes. MATERIALS AND METHODS: Participants were randomly assigned to either the HH-VSTS training group or to the paper-based training group. The HH-VSTS group completed three HH-VSTS Training Modules on a laptop/desktop computer...
September 19, 2018: 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
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