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JMIR Serious Games

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https://www.readbyqxmd.com/read/30514697/potential-of-an-interactive-drug-prevention-mobile-phone-app-once-upon-a-high-questionnaire-study-among-students
#1
Máté Kapitány-Fövény, Eszter Vagdalt, Zsófia Ruttkay, Róbert Urbán, Mara J Richman, Zsolt Demetrovics
BACKGROUND: In recent years, drug prevention networks and drug education programs have started using Web-based or mobile phone apps as novel prevention tools, testing their efficacy compared with face-to-face prevention. OBJECTIVE: The aim of this study was to assess the potential of an interactive app called Once Upon a High (VoltEgySzer). METHODS: The app approaches drug prevention from 6 different aspects, and it addresses youngsters with 6 different modules: (1) interactive comics/cartoons, telling stories of recovery; (2) quiz game; (3) roleplay game; (4) introduction of psychoactive drugs; (5) information on the somatic and psychological effects of psychoactive substances; (6) list of available treatment units, rehabs, and self-support groups in Hungary...
December 4, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30497994/creating-a-theoretically-grounded-gamified-health-app-lessons-from-developing-the-cigbreak-smoking-cessation-mobile-phone-game
#2
Elizabeth A Edwards, Hope Caton, Jim Lumsden, Carol Rivas, Liz Steed, Yutthana Pirunsarn, Sandra Jumbe, Chris Newby, Aditi Shenvi, Samaresh Mazumdar, Jim Q Smith, Darrel Greenhill, Chris J Griffiths, Robert T Walton
BACKGROUND: Gaming techniques are increasingly recognized as effective methods for changing behavior and increasing user engagement with mobile phone apps. The rapid uptake of mobile phone games provides an unprecedented opportunity to reach large numbers of people and to influence a wide range of health-related behaviors. However, digital interventions are still nascent in the field of health care, and optimum gamified methods of achieving health behavior change are still being investigated...
November 29, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30487121/emotion-in-motion-a-novel-approach-for-the-modification-of-attentional-bias-an-experimental-proof-of-concept-study
#3
Lies Notebaert, Ben Grafton, Patrick Jf Clarke, Daniel Rudaizky, Nigel Tm Chen, Colin MacLeod
BACKGROUND: Individuals with heightened anxiety vulnerability tend to preferentially attend to emotionally negative information, with evidence suggesting that this attentional bias makes a causal contribution to anxiety vulnerability. Recent years have seen an increase in the use of attentional bias modification (ABM) procedures to modify patterns of attentional bias; however, often this change in bias is not successfully achieved. OBJECTIVE: This study presents a novel ABM procedure, Emotion-in-Motion, requiring individuals to engage in patterns of attentional scanning and tracking within a gamified, complex, and dynamic environment...
November 28, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30463835/developing-digital-games-to-address-airway-clearance-therapy-in-children-with-cystic-fibrosis-participatory-design-process
#4
Fabio Balli
BACKGROUND: Children affected with cystic fibrosis do respiratory exercises to release the mucus stuck in their lungs. OBJECTIVE: The objective of our study was to develop prototypes of digital games that use breath pressure to make this daily physiotherapy more fun. METHODS: We used a participatory design approach and organized short events to invite contributors from different disciplines to develop game prototypes. From the 6 prototypes, 3 were tested by 10 children during a prestudy...
November 21, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30404770/implementations-of-virtual-reality-for-anxiety-related-disorders-systematic-review
#5
REVIEW
Theodore Oing, Julie Prescott
BACKGROUND: Although traditional forms of therapy for anxiety-related disorders (eg, cognitive behavioral therapy, CBT) have been effective, there have been long-standing issues with these therapies that largely center around the costs and risks associated with the components comprising the therapeutic process. To treat certain types of specific phobias, sessions may need to be held in public, therefore risking patient confidentiality and the occurrence of uncontrollable circumstances (eg, weather and bystander behavior) or additional expenses such as travel to reach a destination...
November 7, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30401666/patterns-among-754-gamification-cases-content-analysis-for-gamification-development
#6
Sungjin Park, Sangkyun Kim
BACKGROUND: Gamification is one of the techniques that applies game elements, such as game mechanics and dynamics, to a nongame context (eg, management, education, marketing, and health care). A variety of methodologies have been published for developing gamification. However, some of these are only usable by people with a certain level of gamification knowledge. People who do not have such knowledge face difficulty in using game mechanics and experiencing enjoyment. To ease their difficulties, a gamification methodology should provide directions for using game mechanics...
November 6, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30377140/a-mobile-app-delivering-a-gamified-battery-of-cognitive-tests-designed-for-repeated-play-ou-brainwave-app-design-and-cohort-study
#7
Martin Thirkettle, Jennifer Lewis, Darren Langdridge, Graham Pike
BACKGROUND: Mobile phone and tablet apps are an increasingly common platform for collecting data. A key challenge for researchers has been participant "buy-in" and attrition for designs requiring repeated testing. OBJECTIVE: The objective of this study was to develop and assess the utility of 1-2 minute versions of both classic and novel cognitive tasks using a user-focused and user-driven mobile phone and tablet app designed to encourage repeated play...
October 30, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30368436/a-web-based-serious-game-on-delirium-as-an-educational-intervention-for-medical-students-randomized-controlled-trial
#8
Kiki R Buijs-Spanjers, Harianne Hm Hegge, Carolien J Jansen, Evert Hoogendoorn, Sophia E de Rooij
BACKGROUND: Adequate delirium recognition and management are important to reduce the incidence and severity of delirium. To improve delirium recognition and management, training of medical staff and students is needed. OBJECTIVE: In this study, we aimed to gain insight into whether the serious game, Delirium Experience, is suited as an educational intervention. METHODS: We conducted a three-arm randomized controlled trial. We enrolled 156 students in the third year of their Bachelor of Medical Sciences degree at the University Medical Centre Groningen...
October 26, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30333096/virtual-reality-clinical-research-promises-and-challenges
#9
Bernie Garrett, Tarnia Taverner, Diane Gromala, Gordon Tao, Elliott Cordingley, Crystal Sun
BACKGROUND: Virtual reality (VR) therapy has been explored as a novel therapeutic approach for numerous health applications, in which three-dimensional virtual environments can be explored in real time. Studies have found positive outcomes for patients using VR for clinical conditions such as anxiety disorders, addictions, phobias, posttraumatic stress disorder, eating disorders, stroke rehabilitation, and for pain management. OBJECTIVE: This work aims to highlight key issues in the implementation of clinical research for VR technologies...
October 17, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30322838/digital-gaming-to-improve-adherence-among-adolescents-and-young-adults-living-with-hiv-mixed-methods-study-to-test-feasibility-and-acceptability
#10
Amanda D Castel, Saba Qasmieh, Daniel Greenberg, Nicole Ellenberger, Tyriesa Howard Howell, Caleb Griffith, Brittany C Wilbourn, Kavitha Ganesan, Nadia Hussein, Gabriel Ralte, Natella Rakhmanina
BACKGROUND: An estimated 50% of adolescents and young adults (AYA) living with HIV are failing to adhere to prescribed antiretroviral treatment (ART). Digital games are effective in chronic disease management; however, research on gaming to improve ART adherence among AYA is limited. OBJECTIVE: We assessed the feasibility and acceptability of video gaming to improve AYA ART adherence. METHODS: Focus group discussions and surveys were administered to health care providers and AYA aged 13 to 24 years living with HIV at a pediatric HIV program in Washington, DC...
October 15, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30274962/the-untapped-potential-of-the-gaming-community-narrative-review
#11
William Goodman, Ethna McFerran, Richard Purves, Ian Redpath, Rebecca J Beeken
BACKGROUND: Video gamers are a population at heightened risk of developing obesity due to the sedentary nature of gaming, increased energy intake, and the disruption caused to their sleep. This increases their risk of developing a number of noncommunicable diseases. To date, research seeking to improve health behaviors has focused on developing novel video games to promote behavior change. Although positive results have emerged from this research, large-scale success has been limited due to the lack of transferability to mainstream games and the focus on children and adolescents...
September 25, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30213777/investigating-the-relationship-between-eye-movement-and-brain-wave-activity-using-video-games-pilot-study
#12
Chaoguang Wang, Gino Yu
BACKGROUND: All eye movements are related in one way or another to our mental processes with lateral eye movements being associated with the different hemispheres of the brain. Eye movement techniques form the basis of eye movement desensitization and reprocessing therapy, wherein forced eye movements activate neurological pathways to treat the subject. OBJECTIVE: The objective of our study was to examine the relationship between players' eye movements and their brain wave activities using a video game...
September 13, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30201604/determining-physiological-and-psychological-predictors-of-time-to-task-failure-on-a-virtual-reality-s%C3%A3-rensen-test-in-participants-with-and-without-recurrent-low-back-pain-exploratory-study
#13
Megan E Applegate, Christopher R France, David W Russ, Samuel T Leitkam, James S Thomas
BACKGROUND: Sørensen trunk extension endurance test performance predicts the development of low back pain and is a strong discriminator of those with and without low back pain. Performance may greatly depend on psychological factors, such as kinesiophobia, self-efficacy, and motivation. Virtual reality video games have been used in people with low back pain to encourage physical activity that would otherwise be avoided out of fear of pain or harm. Accordingly, we developed a virtual reality video game to assess the influence of immersive gaming on the Sørensen test performance...
September 10, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30143476/3md-for-chronic-conditions-a-model-for-motivational-mhealth-design-embedded-case-study
#14
Guido Giunti
BACKGROUND: Chronic conditions are the leading cause of death in the world. Major improvements in acute care and diagnostics have created a tendency toward the chronification of formerly terminal conditions, requiring people with these conditions to learn how to self-manage. Mobile technologies hold promise as self-management tools due to their ubiquity and cost-effectiveness. The delivery of health-related services through mobile technologies (mobile health, mHealth) has grown exponentially in recent years...
August 24, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30111529/the-modification-of-vital-signs-according-to-nursing-students-experiences-undergoing-cardiopulmonary-resuscitation-training-via-high-fidelity-simulation-quasi-experimental-study
#15
David Fernández-Ayuso, Rosa Fernández-Ayuso, Cristino Del-Campo-Cazallas, José Luis Pérez-Olmo, Borja Matías-Pompa, Josué Fernández-Carnero, Cesar Calvo-Lobo
BACKGROUND: High-fidelity simulation represents a primary tool in nursing education, especially when hands-on practical training is involved. OBJECTIVE: We sought to determine the influence of high-fidelity clinical simulation, applied during cardiopulmonary resuscitation (CPR) training, on blood pressure, heart rate, stress, and anxiety levels in 2 groups of nursing students. One group had experience in health contexts, whereas the other group had none. METHODS: We performed a quasi-experimental study...
August 15, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30049668/video-games-as-a-potential-modality-for-behavioral-health-services-for-young-adult-veterans-exploratory-analysis
#16
Sean Grant, Asya Spears, Eric R Pedersen
BACKGROUND: Improving the reach of behavioral health services to young adult veterans is a policy priority. OBJECTIVE: The objective of our study was to explore differences in video game playing by behavioral health need for young adult veterans to identify potential conditions for which video games could be used as a modality for behavioral health services. METHODS: We replicated analyses from two cross-sectional, community-based surveys of young adult veterans in the United States and examined the differences in time spent playing video games by whether participants screened positive for behavioral health issues and received the required behavioral health services...
July 26, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29980500/head-mounted-virtual-reality-and-mental-health-critical-review-of-current-research
#17
REVIEW
Shaun W Jerdan, Mark Grindle, Hugo C van Woerden, Maged N Kamel Boulos
BACKGROUND: eHealth interventions are becoming increasingly used in public health, with virtual reality (VR) being one of the most exciting recent developments. VR consists of a three-dimensional, computer-generated environment viewed through a head-mounted display. This medium has provided new possibilities to adapt problematic behaviors that affect mental health. VR is no longer unaffordable for individuals, and with mobile phone technology being able to track movements and project images through mobile head-mounted devices, VR is now a mobile tool that can be used at work, home, or on the move...
July 6, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29980495/indigenous-adolescents-perception-of-an-emental-health-program-sparx-exploratory-qualitative-assessment
#18
Matthew Shepherd, Sally Merry, Ian Lambie, Andrew Thompson
BACKGROUND: Depression is a major health issue for indigenous adolescents, yet there is little research conducted about the efficacy and development of psychological interventions for these populations. In New Zealand there is little known about taitamariki (Māori adolescent) opinions regarding the development and effectiveness of psychological interventions, let alone computerized cognitive behavioral therapy. SPARX (Smart, Positive, Active, Realistic, X-factor thoughts) is a computerized intervention developed in New Zealand to treat mild-to-moderate depression in young people...
July 5, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29973333/web-based-immersive-patient-simulator-as-a-curricular-tool-for-objective-structured-clinical-examination-preparation-in-surgery-development-and-evaluation
#19
Seung-Hun Chon, Sabrina Hilgers, Ferdinand Timmermann, Thomas Dratsch, Patrick Sven Plum, Felix Berlth, Rabi Datta, Hakan Alakus, Hans Anton Schlößer, Christoph Schramm, Daniel Pinto Dos Santos, Christiane Bruns, Robert Kleinert
BACKGROUND: Objective Structured Clinical Examination is a standard method of testing declarative and process knowledge in clinical core competencies. It is desirable that students undergo Objective Structured Clinical Examination training before participating in the exam. However, establishing Objective Structured Clinical Examination training is resource intensive and therefore there is often limited practice time. Web-based immersive patient simulators such as ALICE (Artificial Learning Interface of Clinical Education) can possibly fill this gap as they allow for the training of complex medical procedures at the user's individual pace and with an adaptable number of repetitions at home...
July 4, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29895516/physical-wellness-among-gaming-adults-cross-sectional-study
#20
James Arnaez, Georgia Frey, Donetta Cothran, Margaret Lion, Andrea Chomistek
BACKGROUND: Video and hobby gaming are immensely popular among adults; however, associations between gaming and health have primarily been investigated in children and adolescents. Furthermore, most research has focused on electronic gaming, despite traditional hobby gaming gaining prominence. OBJECTIVE: To determine whether the number of platforms used, platform preference, and gaming time are associated with obesity, physical activity, sedentary behavior, and cardiovascular risk factors in an adult gaming population...
June 12, 2018: JMIR Serious Games
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