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JMIR Serious Games

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https://www.readbyqxmd.com/read/28512082/medical-student-evaluation-with-a-serious-game-compared-to-multiple-choice-questions-assessment
#1
Julien Adjedj, Gregory Ducrocq, Claire Bouleti, Louise Reinhart, Eleonora Fabbro, Yedid Elbez, Quentin Fischer, Antoine Tesniere, Laurent Feldman, Olivier Varenne
BACKGROUND: The gold standard for evaluating medical students' knowledge is by multiple choice question (MCQs) tests: an objective and effective means of restituting book-based knowledge. However, concerns have been raised regarding their effectiveness to evaluate global medical skills. Furthermore, MCQs of unequal difficulty can generate frustration and may also lead to a sizable proportion of close results with low score variability. Serious games (SG) have recently been introduced to better evaluate students' medical skills...
May 16, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28500018/guidelines-for-the-gamification-of-self-management-of-chronic-illnesses-multimethod-study
#2
Alaa AlMarshedi, Gary Wills, Ashok Ranchhod
BACKGROUND: Gamification is the use of game elements and techniques in nongaming contexts. The use of gamification in health care is receiving a great deal of attention in both academic research and the industry. However, it can be noticed that many gamification apps in health care do not follow any standardized guidelines. OBJECTIVE: This research aims to (1) present a set of guidelines based on the validated framework the Wheel of Sukr and (2) assess the guidelines through expert interviews and focus group sessions with developers...
May 12, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28490419/development-usability-and-efficacy-of-a-serious-game-to-help-patients-learn-about-pain-management-after-surgery-an-evaluation-study
#3
Brynja Ingadottir, Katrin Blondal, David Thue, Sigridur Zoega, Ingela Thylen, Tiny Jaarsma
BACKGROUND: Postoperative pain is a persistent problem after surgery and can delay recovery and develop into chronic pain. Better patient education has been proposed to improve pain management of patients. Serious games have not been previously developed to help patients to learn how to manage their postoperative pain. OBJECTIVE: The aim of this study was to describe the development of a computer-based game for surgical patients to learn about postoperative pain management and to evaluate the usability, user experience, and efficacy of the game...
May 10, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28468747/using-computer-simulations-for-investigating-a-sex-education-intervention-an-exploratory-study
#4
Anastasia Eleftheriou, Seth Bullock, Cynthia A Graham, Roger Ingham
BACKGROUND: Sexually transmitted infections (STIs) are ongoing concerns. The best method for preventing the transmission of these infections is the correct and consistent use of condoms. Few studies have explored the use of games in interventions for increasing condom use by challenging the false sense of security associated with judging the presence of an STI based on attractiveness. OBJECTIVES: The primary purpose of this study was to explore the potential use of computer simulation as a serious game for sex education...
May 3, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28420601/what-older-people-like-to-play-genre-preferences-and-acceptance-of-casual-games
#5
Alvin Chesham, Patric Wyss, René Martin Müri, Urs Peter Mosimann, Tobias Nef
BACKGROUND: In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game...
April 18, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28381393/who-is-still-playing-pok%C3%A3-mon-go-a-web-based-survey
#6
Peter Rasche, Anna Schlomann, Alexander Mertens
BACKGROUND: Poor physical activity is one of the major health care problems in Western civilizations. Various digital gadgets aiming to increase physical activity, such as activity trackers or fitness apps, have been introduced over recent years. The newest products are serious games that incorporate real-life physical activity into their game concept. Recent studies have shown that such games increase the physical activity of their users over the short term. OBJECTIVE: In this study, we investigated the motivational effects of the digital game "Pokémon Go" leading to continued use or abandonment of the game...
April 5, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28373157/a-blended-web-based-gaming-intervention-on-changes-in-physical-activity-for-overweight-and-obese-employees-influence-and-usage-in-an-experimental-pilot-study
#7
Tessa A Kouwenhoven-Pasmooij, Suzan Jw Robroek, Sui Wai Ling, Joost van Rosmalen, Elisabeth Fc van Rossum, Alex Burdorf, M G Myriam Hunink
BACKGROUND: Addressing the obesity epidemic requires the development of effective interventions aimed at increasing physical activity (PA). eHealth interventions with the use of accelerometers and gaming elements, such as rewarding or social bonding, seem promising. These eHealth elements, blended with face-to-face contacts, have the potential to help people adopt and maintain a physically active lifestyle. OBJECTIVE: The aim of this study was to assess the influence and usage of a blended Web-based gaming intervention on PA, body mass index (BMI), and waist circumference among overweight and obese employees...
April 3, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28341618/can-gaming-increase-antibiotic-awareness-in-children-a-mixed-methods-approach
#8
Alexander R Hale, Vicki Louise Young, Ann Grand, Cliodna Ann Miriam McNulty
BACKGROUND: e-Bug is a pan-European educational resource for junior and senior school children, which contains activities covering prudent antibiotic use and the spread, treatment, and prevention of infection. Teaching resources for children aged 7-15 years are complemented by a student website that hosts games and interactive activities for the children to continue their learning at home. OBJECTIVE: The aim of this study was to appraise young people's opinions of 3 antibiotic games on the e-Bug student website, exploring children's views and suggestions for improvements, and analyzing change in their knowledge around the learning outcomes covered...
March 24, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28254737/a-mobile-avatar-based-app-for-improving-body-perceptions-among-adolescents-a-pilot-test
#9
Annmarie A Lyles, Ashish Amresh, Jennifer Huberty, Michael Todd, Rebecca E Lee
BACKGROUND: One barrier to effectively treating weight issues among adolescents is that they tend to use social comparison instead of objective measures to evaluate their own health status. When adolescents correctly perceive themselves as overweight, they are more likely to adopt healthy lifestyle behaviors. OBJECTIVE: The purpose of this pilot test was to develop and assess acceptability and usability of an avatar-based, theoretically derived mobile app entitled Monitor Your Avatar (MYA)...
March 2, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28183689/game-based-rehabilitation-for-myoelectric-prosthesis-control
#10
Cosima Prahm, Ivan Vujaklija, Fares Kayali, Peter Purgathofer, Oskar C Aszmann
BACKGROUND: A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed...
February 9, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28077348/user-centered-design-of-serious-games-for-older-adults-following-3-years-of-experience-with-exergames-for-seniors-a-study-design
#11
Ellen Brox, Stathis Th Konstantinidis, Gunn Evertsen
BACKGROUND: Seniors need sufficient balance and strength to manage in daily life, and sufficient physical activity is required to achieve and maintain these abilities. This can be a challenge, but fun and motivational exergames can be of help. However, most commercial games are not suited for this age group for several reasons. Many usability studies and user-centered design (UCD) protocols have been developed and applied, but to the best of our knowledge none of them are focusing on seniors' use of games for physical activity...
January 11, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28073736/development-of-an-educational-game-to-set-up-surgical-instruments-on-the-mayo-stand-or-back-table-applied-research-in-production-technology
#12
Crislaine Pires Padilha Paim, Silvia Goldmeier
BACKGROUND: Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to critical thinking in nursing practice because it is a complex environment. OBJECTIVE: To describe the process of developing an educational game to set up surgical instruments on the Mayo stand or back table as a resource to assist the instructor in surgical instrumentation training for students and nursing health professionals in continued education...
January 10, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28003175/design-of-a-serious-game-for-handling-obstetrical-emergencies
#13
Estelle Jean Dit Gautier, Virginie Bot-Robin, Aurélien Libessart, Guillaume Doucède, Michel Cosson, Chrystèle Rubod
BACKGROUND: The emergence of new technologies in the obstetrical field should lead to the development of learning applications, specifically for obstetrical emergencies. Many childbirth simulations have been recently developed. However, to date none of them have been integrated into a serious game. OBJECTIVE: Our objective was to design a new type of immersive serious game, using virtual glasses to facilitate the learning of pregnancy and childbirth pathologies...
December 21, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27986645/cardiopulmonary-resuscitation-training-by-avatars-a-qualitative-study-of-medical-students-experiences-using-a-multiplayer-virtual-world
#14
Johan Creutzfeldt, Leif Hedman, Li Felländer-Tsai
BACKGROUND: Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. OBJECTIVE: The objective of this study was to reach a better understanding of the learners' reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR)...
December 16, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27923780/attentional-bias-modification-with-serious-game-elements-evaluating-the-shots-game
#15
Wouter J Boendermaker, Soraya Sanchez Maceiras, Marilisa Boffo, Reinout W Wiers
BACKGROUND: Young adults often experiment with heavy use of alcohol, which poses severe health risks and increases the chance of developing addiction problems. In clinical patients, cognitive retraining of automatic appetitive processes, such as selective attention toward alcohol (known as "cognitive bias modification of attention," or CBM-A), has been shown to be a promising add-on to treatment, helping to prevent relapse. OBJECTIVE: To prevent escalation of regular use into problematic use in youth, motivation appears to play a pivotal role...
December 6, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27908844/quittr-the-design-of-a-video-game-to-support-smoking-cessation
#16
Ivan Bindoff, Kristy de Salas, Gregory Peterson, Tristan Ling, Ian Lewis, Lindsay Wells, Peter Gee, Stuart G Ferguson
BACKGROUND: Smoking is recognized as the largest, single, preventable cause of death and disease in the developed world. While the majority of smokers report wanting to quit, and many try each year, smokers find it difficult to maintain long-term abstinence. Behavioral support, such as education, advice, goal-setting, and encouragement, is known to be beneficial in improving the likelihood of succeeding in a quit attempt, but it remains difficult to effectively deliver this behavioral support and keep the patient engaged with the process for a sufficient duration...
December 1, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27777216/game-on-smoking-cessation-through-the-gamification-of-mhealth-a-longitudinal-qualitative-study
#17
Abdulrahman Abdulla El-Hilly, Sheeraz Syed Iqbal, Maroof Ahmed, Yusuf Sherwani, Mohammed Muntasir, Sarim Siddiqui, Zaid Al-Fagih, Omar Usmani, Andreas B Eisingerich
BACKGROUND: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning how to use gamification to modify health behavior. OBJECTIVE: The objective of this study is to investigate how the gamification of mHealth interventions leads to a change in health behavior, specifically with respect to smoking cessation...
October 24, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27702737/usability-evaluation-methods-for-gesture-based-games-a-systematic-review
#18
REVIEW
Fernando Winckler Simor, Manoela Rogofski Brum, Jaison Dairon Ebertz Schmidt, Rafael Rieder, Ana Carolina Bertoletti De Marchi
BACKGROUND: Gestural interaction systems are increasingly being used, mainly in games, expanding the idea of entertainment and providing experiences with the purpose of promoting better physical and/or mental health. Therefore, it is necessary to establish mechanisms for evaluating the usability of these interfaces, which make gestures the basis of interaction, to achieve a balance between functionality and ease of use. OBJECTIVE: This study aims to present the results of a systematic review focused on usability evaluation methods for gesture-based games, considering devices with motion-sensing capability...
October 4, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27658428/a-study-on-the-validity-of-a-computer-based-game-to-assess-cognitive-processes-reward-mechanisms-and-time-perception-in-children-aged-4-8-years
#19
Janneke Caw Peijnenborgh, Petra Pm Hurks, Albert P Aldenkamp, Erik D van der Spek, Gwm Rauterberg, Johan Sh Vles, Jos Gm Hendriksen
BACKGROUND: A computer-based game, named Timo's Adventure, was developed to assess specific cognitive functions (eg, attention, planning, and working memory), time perception, and reward mechanisms in young school-aged children. The game consists of 6 mini-games embedded in a story line and includes fantasy elements to enhance motivation. OBJECTIVE: The aim of this study was to investigate the validity of Timo's Adventure in normally developing children and in children with attention-deficit/hyperactivity disorder (ADHD)...
September 22, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27634561/effects-of-visual-display-on-joint-excursions-used-to-play-virtual-dodgeball
#20
James S Thomas, Christopher R France, Megan E Applegate, Samuel T Leitkam, Peter E Pidcoe, Stevan Walkowski
BACKGROUND: Virtual reality (VR) interventions hold great potential for rehabilitation as commercial systems are becoming more affordable and can be easily applied to both clinical and home settings. OBJECTIVE: In this study, we sought to determine how differences in the VR display type can influence motor behavior, cognitive load, and participant engagement. METHODS: Movement patterns of 17 healthy young adults (8 female, 9 male) were examined during games of Virtual Dodgeball presented on a three-dimensional television (3DTV) and a head-mounted display (HMD)...
September 15, 2016: JMIR Serious Games
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