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JMIR Serious Games

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https://www.readbyqxmd.com/read/27923780/attentional-bias-modification-with-serious-game-elements-evaluating-the-shots-game
#1
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
#2
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
#3
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
#4
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/27634561/effects-of-visual-display-on-joint-excursions-used-to-play-virtual-dodgeball
#5
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
https://www.readbyqxmd.com/read/27612632/gamifying-self-management-of-chronic-illnesses-a-mixed-methods-study
#6
Alaa AlMarshedi, Gary Wills, Ashok Ranchhod
BACKGROUND: Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is perceived by many that gamification can improve the self-management experience of people with chronic illnesses. This paper discusses the validation of a framework (called The Wheel of Sukr) that was introduced to achieve this goal. OBJECTIVE: This research aims to (1) discuss a gamification framework targeting the self-management of chronic illnesses and (2) validate the framework by diabetic patients, medical professionals, and game experts...
September 9, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27251029/development-and-reliability-evaluation-of-the-movement-rating-instrument-for-virtual-reality-video-game-play
#7
Danielle Levac, Joanna Nawrotek, Emilie Deschenes, Tia Giguere, Julie Serafin, Martin Bilodeau, Heidi Sveistrup
BACKGROUND: Virtual reality active video games are increasingly popular physical therapy interventions for children with cerebral palsy. However, physical therapists require educational resources to support decision making about game selection to match individual patient goals. Quantifying the movements elicited during virtual reality active video game play can inform individualized game selection in pediatric rehabilitation. OBJECTIVE: The objectives of this study were to develop and evaluate the feasibility and reliability of the Movement Rating Instrument for Virtual Reality Game Play (MRI-VRGP)...
June 1, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27229772/crave-out-a-distraction-motivation-mobile-game-to-assist-in-smoking-cessation
#8
Kathryn L DeLaughter, Rajani S Sadasivam, Ariana Kamberi, Thomas M English, Greg L Seward, S Wayne Chan, Julie E Volkman, Daniel J Amante, Thomas K Houston
BACKGROUND: Smoking is still the number one preventable cause of death. Cravings-an intense desire or longing for a cigarette-are a major contributor to quit attempt failure. New tools to help smokers' manage their cravings are needed. OBJECTIVE: To present a case study of the development process and testing of a distraction/motivation game (Crave-Out) to help manage cravings. METHODS: We used a phased approach: in Phase 1 (alpha testing), we tested and refined the game concept, using a Web-based prototype...
May 26, 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
#9
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)...
2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27470927/a-video-game-promoting-cancer-risk-perception-and-information-seeking-behavior-among-young-adult-college-students-a-randomized-controlled-trial
#10
Georges Elias Khalil, Ivan L Beale, Minxing Chen, Alexander V Prokhorov
BACKGROUND: Risky behaviors tend to increase drastically during the transition into young adulthood. This increase may ultimately facilitate the initiation of carcinogenic processes at a young age, highlighting a serious public health problem. By promoting information seeking behavior (ISB), young adults may become aware of cancer risks and potentially take preventive measures. OBJECTIVE: Based on the protection motivation theory, the current study seeks to evaluate the impact of challenge in a fully automated video game called Re-Mission on young adult college students' tendency to perceive the severity of cancer, feel susceptible to cancer, and engage in ISB...
2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27432746/validation-of-a-computerized-game-based-assessment-strategy-to-measure-training-effects-on-motor-cognitive-functions-in-people-with-dementia
#11
Stefanie Wiloth, Nele Lemke, Christian Werner, Klaus Hauer
BACKGROUND: Exergames often used for training purpose can also be applied to create assessments based on quantitative data derived from the game. A number of studies relate to these use functionalities developing specific assessment tasks by using the game software and provided good data on psychometric properties. However, (1) assessments often include tasks other than the original game task used for training and therefore relate to similar but not to identical or integrated performances trained, (2) people with diagnosed dementia have insufficiently been addressed in validation studies, and (3) studies did commonly not present validation data such as sensitivity to change, although this is a paramount objective for validation to evaluate responsiveness in intervention studies...
2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27421244/gamification-of-cognitive-assessment-and-cognitive-training-a-systematic-review-of-applications-and-efficacy
#12
Jim Lumsden, Elizabeth A Edwards, Natalia S Lawrence, David Coyle, Marcus R Munafò
BACKGROUND: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which often leads to participant disengagement. This, in turn, may negatively impact data quality and/or reduce intervention effects. However, gamification may provide a possible solution. If game design features can be incorporated into cognitive tasks without undermining their scientific value, then data quality, intervention effects, and participant engagement may be improved. OBJECTIVES: This systematic review aims to explore and evaluate the ways in which gamification has already been used for cognitive training and assessment purposes...
2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27417192/a-serious-game-to-increase-healthy-food-consumption-in-overweight-or-obese-adults-randomized-controlled-trial
#13
Tegan Blackburne, Alexandra Rodriguez, Stuart John Johnstone
BACKGROUND: Obesity is a growing global issue that is linked to cognitive and psychological deficits. OBJECTIVE: This preliminary study investigated the efficacy of training to improve inhibitory control (IC), a process linked to overeating, on consumption and cognitive control factors. METHODS: This study utilized a multisession mobile phone-based intervention to train IC in an overweight and obese population using a randomized waitlist-control design...
2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27255497/effects-of-playing-a-serious-computer-game-on-body-mass-index-and-nutrition-knowledge-in-women
#14
Mariya Shiyko, Sean Hallinan, Magy Seif El-Nasr, Shree Subramanian, Carmen Castaneda-Sceppa
BACKGROUND: Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in health-related behaviors in a non-game context. As a young field, research about effectiveness and acceptability of such games for weight loss is sparse. OBJECTIVE: The goal of this study was to evaluate real-world play patterns of SpaPlay and its impact on body mass index (BMI) and nutritional knowledge...
2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27234145/a-serious-game-for-clinical-assessment-of-cognitive-status-validation-study
#15
Tiffany Tong, Mark Chignell, Mary C Tierney, Jacques Lee
BACKGROUND: We propose the use of serious games to screen for abnormal cognitive status in situations where it may be too costly or impractical to use standard cognitive assessments (eg, emergency departments). If validated, serious games in health care could enable broader availability of efficient and engaging cognitive screening. OBJECTIVE: The objective of this work is to demonstrate the feasibility of a game-based cognitive assessment delivered on tablet technology to a clinical sample and to conduct preliminary validation against standard mental status tools commonly used in elderly populations...
2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27194369/a-serious-game-for-massive-training-and-assessment-of-french-soldiers-involved-in-forward-combat-casualty-care-3d-sc1-development-and-deployment
#16
Pierre Pasquier, Stéphane Mérat, Brice Malgras, Ludovic Petit, Xavier Queran, Christian Bay, Mathieu Boutonnet, Patrick Jault, Sylvain Ausset, Yves Auroy, Jean Paul Perez, Antoine Tesnière, François Pons, Alexandre Mignon
BACKGROUND: The French Military Health Service has standardized its military prehospital care policy in a ''Sauvetage au Combat'' (SC) program (Forward Combat Casualty Care). A major part of the SC training program relies on simulations, which are challenging and costly when dealing with more than 80,000 soldiers. In 2014, the French Military Health Service decided to develop and deploy 3D-SC1, a serious game (SG) intended to train and assess soldiers managing the early steps of SC. OBJECTIVES: The purpose of this paper is to describe the creation and production of 3D-SC1 and to present its deployment...
2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27178752/epic-allies-development-of-a-gaming-app-to-improve-antiretroviral-therapy-adherence-among-young-hiv-positive-men-who-have-sex-with-men
#17
Sara LeGrand, Kathryn Elizabeth Muessig, Tobias McNulty, Karina Soni, Kelly Knudtson, Alex Lemann, Nkechinyere Nwoko, Lisa B Hightow-Weidman
BACKGROUND: In the United States, the human immunodeficiency virus (HIV) disproportionately affects young men who have sex with men (YMSM). For HIV-positive individuals, adherence to antiretroviral therapy (ART) is critical for achieving optimal health outcomes and reducing secondary transmission of HIV. However, YMSM often struggle with ART adherence. Novel mobile phone apps that incorporate game-based mechanics and social networking elements represent a promising intervention approach for improving ART adherence among YMSM...
2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27103052/the-relationship-between-engagement-and-neurophysiological-measures-of-attention-in-motion-controlled-video-games-a-randomized-controlled-trial
#18
Amber M Leiker, Matthew Miller, Lauren Brewer, Monica Nelson, Maria Siow, Keith Lohse
BACKGROUND: Video games and virtual environments continue to be the subject of research in health sciences for their capacity to augment practice through user engagement. Creating game mechanics that increase user engagement may have indirect benefits on learning (ie, engaged learners are likely to practice more) and may also have direct benefits on learning (ie, for a fixed amount of practice, engaged learners show superior retention of information or skills). OBJECTIVE: To manipulate engagement through the aesthetic features of a motion-controlled video game and measure engagement's influence on learning...
2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27036094/feasibility-of-applied-gaming-during-interdisciplinary-rehabilitation-for-patients-with-complex-chronic-pain-and-fatigue-complaints-a-mixed-methods-study
#19
Miel A P Vugts, Margot C W Joosen, Alfonsus H M M van Bergen, Hubertus J M Vrijhoef
BACKGROUND: Applied gaming holds potential as a convenient and engaging means for the delivery of behavioral interventions. For developing and evaluating feasible computer-based interventions, policy makers and designers rely on limited knowledge about what causes variation in usage. OBJECTIVE: In this study, we looked closely at why and by whom an applied game (LAKA) is demanded and whether it is feasible (with respect to acceptability, demand, practicality, implementation, and efficacy) and devised a complementary intervention during an interdisciplinary rehabilitation program (IRP) for patients with complex chronic pain and fatigue complaints...
2016: JMIR Serious Games
https://www.readbyqxmd.com/read/26821955/behavioral-economics-wearable-devices-and-cooperative-games-results-from-a-population-based-intervention-to-increase-physical-activity
#20
Trevor van Mierlo, Douglas Hyatt, Andrew T Ching, Rachel Fournier, Ron S Dembo
BACKGROUND: Health care literature supports the development of accessible interventions that integrate behavioral economics, wearable devices, principles of evidence-based behavior change, and community support. However, there are limited real-world examples of large scale, population-based, member-driven reward platforms. Subsequently, a paucity of outcome data exists and health economic effects remain largely theoretical. To complicate matters, an emerging area of research is defining the role of Superusers, the small percentage of unusually engaged digital health participants who may influence other members...
2016: JMIR Serious Games
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