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JMIR Serious Games

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https://www.readbyqxmd.com/read/29895516/physical-wellness-among-gaming-adults-cross-sectional-study
#1
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
https://www.readbyqxmd.com/read/29880466/a-mobile-game-to-support-smoking-cessation-prototype-assessment
#2
Bethany R Raiff, Nicholas Fortugno, Daniel R Scherlis, Darion Rapoza
BACKGROUND: Cigarette smoking results in an estimated seven million deaths annually. Almost half of all smokers attempt to quit each year, yet only approximately 6% are successful. Although there are multiple effective interventions that can increase these odds, substantial room remains for improvement. One effective approach to helping smokers quit is contingency management, where quitting is incentivized with the delivery of monetary rewards in exchange for objective evidence (eg, exhaled carbon monoxide levels) of abstinence...
June 7, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29792294/training-working-memory-in-adolescents-using-serious-game-elements-pilot-randomized-controlled-trial
#3
Wouter J Boendermaker, Thomas E Gladwin, Margot Peeters, Pier J M Prins, Reinout W Wiers
BACKGROUND: Working memory capacity has been found to be impaired in adolescents with various psychological problems, such as addictive behaviors. Training of working memory capacity can lead to significant behavioral improvements, but it is usually long and tedious, taxing participants' motivation to train. OBJECTIVE: This study aimed to evaluate whether adding game elements to the training could help improve adolescents' motivation to train while improving cognition...
May 23, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29752249/virtual-antenatal-encounter-and-standardized-simulation-assessment-vanessa-pilot-study
#4
Patrick Motz, Megan Gray, Taylor Sawyer, Jennifer Kett, Douglas Danforth, Kellen Maicher, Rachel Umoren
BACKGROUND: Prenatal counseling at the limits of newborn viability involves sensitive interactions between neonatal providers and families. Empathetic discussions are currently learned through practice in times of high stress. Decision aids may help improve provider communication but have not been universally adopted. Virtual standardized patients are increasingly recognized as a modality for education, but prenatal counseling simulations have not been described. To be valuable as a tool, a virtual patient would need to accurately portray emotions and elicit a realistic response from the provider...
May 11, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29748165/using-mobile-health-gamification-to-facilitate-cognitive-behavioral-therapy-skills-practice-in-child-anxiety-treatment-open-clinical-trial
#5
Gede Pramana, Bambang Parmanto, James Lomas, Oliver Lindhiem, Philip C Kendall, Jennifer Silk
BACKGROUND: Cognitive behavioral therapy is an efficacious treatment for child anxiety disorders. Although efficacious, many children (40%-50%) do not show a significant reduction in symptoms or full recovery from primary anxiety diagnoses. One possibility is that they are unwilling to learn and practice cognitive behavioral therapy skills beyond therapy sessions. This can occur for a variety of reasons, including a lack of motivation, forgetfulness, and a lack of cognitive behavioral therapy skills understanding...
May 10, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29661748/virtual-reality-cue-refusal-video-game-for-alcohol-and-cigarette-recovery-support-summative-study
#6
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
#7
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
#8
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
#9
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
#10
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
#11
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
#12
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
#13
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
#14
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
#15
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
#16
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
#17
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
#18
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
#19
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
#20
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
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