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JMIR Serious Games

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https://www.readbyqxmd.com/read/29661748/virtual-reality-cue-refusal-video-game-for-alcohol-and-cigarette-recovery-support-summative-study
#1
Mary Metcalf, Karen Rossie, Katie Stokes, Christina Tallman, Bradley Tanner
BACKGROUND: New technologies such as virtual reality, augmented reality, and video games hold promise to support and enhance individuals in addiction treatment and recovery. Quitting or decreasing cigarette or alcohol use can lead to significant health improvements for individuals, decreasing heart disease risk and cancer risks (for both nicotine and alcohol use), among others. However, remaining in recovery from use is a significant challenge for most individuals. OBJECTIVE: We developed and assessed the Take Control game, a partially immersive Kinect for Windows platform game that allows users to counter substance cues through active movements (hitting, kicking, etc)...
April 16, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29622525/gamified-cognitive-control-training-for-remitted-depressed-individuals-user-requirements-analysis
#2
Jasmien Vervaeke, Jan Van Looy, Kristof Hoorelbeke, Chris Baeken, Ernst Hw Koster
BACKGROUND: The high incidence and relapse rates of major depressive disorder demand novel treatment options. Standard treatments (psychotherapy, medication) usually do not target cognitive control impairments, although these seem to play a crucial role in achieving stable remission. The urgent need for treatment combined with poor availability of adequate psychological interventions has instigated a shift toward internet interventions. Numerous computerized programs have been developed that can be presented online and offline...
April 5, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29588271/development-of-an-exergame-to-deliver-a-sustained-dose-of-high-intensity-training-formative-pilot-randomized-trial
#3
Thomas McBain, Matthew Weston, Paul Crawshaw, Catherine Haighton, Iain Spears
BACKGROUND: Sport science can play a critical role in reducing health inequalities. The inverse relationship between life expectancy, cardiorespiratory fitness, and socioeconomic status could be addressed by performing high-intensity training (HIT), delivered in a class salient and accessible approach. Commercially available exergames have shown encouraging compliance rates but are primarily designed for entertainment purposes rather than focusing on health-related outcomes. A serious game tailored toward delivering an exercise stimulus, while reducing the aversive protocols associated with HIT, could be beneficial to engage and improve health outcomes in socially deprived males...
March 27, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29559425/virtual-travel-training-for-autism-spectrum-disorder-proof-of-concept-interventional-study
#4
Marco Simões, Miguel Bernardes, Fernando Barros, Miguel Castelo-Branco
BACKGROUND: Autism Spectrum Disorder (ASD) is a neurodevelopmental disorder characterized by impairments in social interaction and repetitive patterns of behavior, which can lead to deficits in adaptive behavior. In this study, a serious game was developed to train individuals with ASD for an important type of outdoor activity, which is the use of buses as a means of transportation. OBJECTIVE: The aim of this study was to develop a serious game that defines a "safe environment" where the players became familiar with the process of taking a bus and to validate if it could be used effectively to teach bus-taking routines and adaptive procedures to individuals with ASD...
March 20, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29490893/empirical-evidence-for-the-outcomes-of-therapeutic-video-games-for-adolescents-with-anxiety-disorders-systematic-review
#5
REVIEW
Steven Barnes, Julie Prescott
BACKGROUND: Extant evidence suggests that the proportion of adolescents suffering from anxiety disorders (ADs) has increased by up to 70% since the mid-1980s, with experience of anxiety at this stage associated with significant negative short- and long-term life outcomes. The existing therapeutic interventions (eg, cognitive behavioral therapy, CBT; attention bias modification, ABM) have proven to have clinically measurable benefits in reducing anxiety, but their efficacy is often compromised by social and practical barriers...
February 28, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29339346/user-centered-design-of-learn-to-quit-a-smoking-cessation-smartphone-app-for-people-with-serious-mental-illness
#6
Roger Vilardaga, Javier Rizo, Emily Zeng, Julie A Kientz, Richard Ries, Chad Otis, Kayla Hernandez
BACKGROUND: Smoking rates in the United States have been reduced in the past decades to 15% of the general population. However, up to 88% of people with psychiatric symptoms still smoke, leading to high rates of disease and mortality. Therefore, there is a great need to develop smoking cessation interventions that have adequate levels of usability and can reach this population. OBJECTIVE: The objective of this study was to report the rationale, ideation, design, user research, and final specifications of a novel smoking cessation app for people with serious mental illness (SMI) that will be tested in a feasibility trial...
January 16, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29298750/the-praise-and-price-of-pok%C3%A3-mon-go-a-qualitative-study-of-children-s-and-parents-experiences
#7
Anna-Karin Lindqvist, Darla Castelli, Josef Hallberg, Stina Rutberg
BACKGROUND: Physical activity has multiple health benefits; however, the majority of children around the world do not attain the recommended levels of daily physical activity. Research has shown that the game Pokémon GO has increased the amount of physical activity of players and that the game has the potential to reach populations that traditionally have low levels of physical activity. Therefore, there is a need to understand which game components can promote initial and sustained physical activity...
January 3, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29175812/the-role-of-transfer-in-designing-games-and-simulations-for-health-systematic-review
#8
REVIEW
Derek A Kuipers, Gijs Terlouw, Bard O Wartena, Job Tb van 't Veer, Jelle T Prins, Jean Pierre En Pierie
BACKGROUND: The usefulness and importance of serious games and simulations in learning and behavior change for health and health-related issues are widely recognized. Studies have addressed games and simulations as interventions, mostly in comparison with their analog counterparts. Numerous complex design choices have to be made with serious games and simulations for health, including choices that directly contribute to the effects of the intervention. One of these decisions is the way an intervention is expected to lead to desirable transfer effects...
November 24, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/29146564/breaking-health-insurance-knowledge-barriers-through-games-pilot-test-of-health-care-america
#9
Sara Champlin, Juli James
BACKGROUND: Having health insurance is associated with a number of beneficial health outcomes. However, previous research suggests that patients tend to avoid health insurance information and often misunderstand or lack knowledge about many health insurance terms. Health insurance knowledge is particularly low among young adults. OBJECTIVE: The purpose of this study was to design and test an interactive newsgame (newsgames are games that apply journalistic principles in their creation, for example, gathering stories to immerse the player in narratives) about health insurance...
November 16, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/29066423/examining-motivations-to-play-pok%C3%A3-mon-go-and-their-influence-on-perceived-outcomes-and-physical-activity
#10
Oriol Marquet, Claudia Alberico, Deepti Adlakha, J Aaron Hipp
BACKGROUND: Pokémon GO is the most played augmented reality game in history. With more than 44 million players at the peak of its popularity, the game has sparked interest on its effects on the young population's health. OBJECTIVE: This pilot study examined motivations to start playing Pokémon GO among a sample of US college students, and how motivations were associated with perceived outcomes of the playing experience and physical activity derived while playing...
October 24, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/29042344/mommio-s-recipe-box-assessment-of-the-cooking-habits-of-mothers-of-preschoolers-and-their-perceptions-of-recipes-for-a-video-game
#11
Maciel Ugalde, Leah Brand, Alicia Beltran, Hafza Dadabhoy, Tzu-An Chen, Teresia M O'Connor, Sheryl O Hughes, Tom Baranowski, Richard Buday, Theresa A Nicklas, Janice Baranowski
BACKGROUND: Vegetables are an important part of a healthy diet because they help prevent several chronic diseases. Mothers of preschoolers reported difficulty getting their young children to eat vegetables, and many did not know how to cook child-pleasing recipes. OBJECTIVE: The cooking habits of mothers of preschoolers, their perceptions of recipes designed for their children, and the involvement of their children in food preparation were assessed to inform a food parenting video game called Mommio...
October 17, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/29025696/usability-test-of-exercise-games-designed-for-rehabilitation-of-elderly-patients-after-hip-replacement-surgery-pilot-study
#12
Yun Ling, Louis P Ter Meer, Zerrin Yumak, Remco C Veltkamp
BACKGROUND: Patients who receive rehabilitation after hip replacement surgery are shown to have increased muscle strength and better functional performance. However, traditional physiotherapy is often tedious and leads to poor adherence. Exercise games, provide ways for increasing the engagement of elderly patients and increase the uptake of rehabilitation exercises. OBJECTIVE: The objective of this study was to evaluate Fietsgame (Dutch for cycling game), which translates existing rehabilitation exercises into fun exercise games...
October 12, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28842390/user-perspectives-on-exergames-designed-to-explore-the-hemineglected-space-for-stroke-patients-with-visuospatial-neglect-usability-study
#13
Bernadette C Tobler-Ammann, Elif Surer, Ruud H Knols, N Alberto Borghese, Eling D de Bruin
BACKGROUND: Visuospatial neglect due to stroke is characterized by the inability to perceive stimuli emerging in the area opposite to the side of brain damage. Besides adopting conventional rehabilitation methods to treat neglect symptoms, the use of virtual reality (VR) is becoming increasingly popular. We designed a series of 9 exergames aimed to improve exploration of the neglected side of space. When new VR interventions are designed, it is important to assess the usability aspects of such management strategies within the target population...
August 25, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28842388/exergames-encouraging-exploration-of-hemineglected-space-in-stroke-patients-with-visuospatial-neglect-a-feasibility-study
#14
Bernadette C Tobler-Ammann, Elif Surer, Eling D de Bruin, Marco Rabuffetti, N Alberto Borghese, Renato Mainetti, Michele Pirovano, Lia Wittwer, Ruud H Knols
BACKGROUND: Use of exergames can complement conventional therapy and increase the amount and intensity of visuospatial neglect (VSN) training. A series of 9 exergames-games based on therapeutic principles-aimed at improving exploration of the neglected space for patients with VSN symptoms poststroke was developed and tested for its feasibility. OBJECTIVES: The goal was to determine the feasibility of the exergames with minimal supervision in terms of (1) implementation of the intervention, including adherence, attrition and safety, and (2) limited efficacy testing, aiming to document possible effects on VSN symptoms in a case series of patients early poststroke...
August 25, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28784593/domiciliary-vr-based-therapy-for-functional-recovery-and-cortical-reorganization-randomized-controlled-trial-in-participants-at-the-chronic-stage-post-stroke
#15
Belén Rubio Ballester, Jens Nirme, Irene Camacho, Esther Duarte, Susana Rodríguez, Ampar Cuxart, Armin Duff, Paul F M J Verschure
BACKGROUND: Most stroke survivors continue to experience motor impairments even after hospital discharge. Virtual reality-based techniques have shown potential for rehabilitative training of these motor impairments. Here we assess the impact of at-home VR-based motor training on functional motor recovery, corticospinal excitability and cortical reorganization. OBJECTIVE: The aim of this study was to identify the effects of home-based VR-based motor rehabilitation on (1) cortical reorganization, (2) corticospinal tract, and (3) functional recovery after stroke in comparison to home-based occupational therapy...
August 7, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28760730/designing-serious-computer-games-for-people-with-moderate-and-advanced-dementia-interdisciplinary-theory-driven-pilot-study
#16
Chariklia Tziraki, Rakel Berenbaum, Daniel Gross, Judith Abikhzer, Boaz M Ben-David
BACKGROUND: The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. OBJECTIVES: We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process)...
July 31, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28676468/rehabilitation-oriented-serious-game-development-and-evaluation-guidelines-for-musculoskeletal-disorders
#17
Mohamad Idriss, Halim Tannous, Dan Istrate, Anaick Perrochon, Jean-Yves Salle, Marie-Christine Ho Ba Tho, Tien-Tuan Dao
BACKGROUND: The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called "serious game for functional rehabilitation." Previous works have shown that serious games can be used for general health and specific disease management. However, there is still lack of consensus on development and evaluation guidelines. It is important to note that the game performance depends on the designed scenario. OBJECTIVE: The objective of this work was to develop specific game scenarios and evaluate them with a panel of musculoskeletal patients to propose game development and evaluation guidelines...
July 4, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28592397/gamification-in-stress-management-apps-a-critical-app-review
#18
Alexandra Hoffmann, Corinna A Christmann, Gabriele Bleser
BACKGROUND: In today's society, stress is more and more often a cause of disease. This makes stress management an important target of behavior change programs. Gamification has been suggested as one way to support health behavior change. However, it remains unclear to which extend available gamification techniques are integrated in stress management apps, and if their occurrence is linked to the use of elements from behavior change theory. OBJECTIVE: The aim of this study was to investigate the use of gamification techniques in stress management apps and the cooccurrence of these techniques with evidence-based stress management methods and behavior change techniques...
June 7, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28512082/medical-student-evaluation-with-a-serious-game-compared-to-multiple-choice-questions-assessment
#19
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
#20
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
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