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JMIR Serious Games

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https://www.readbyqxmd.com/read/29175812/the-role-of-transfer-in-designing-games-and-simulations-for-health-systematic-review
#1
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
#2
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
#3
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
#4
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
#5
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
#6
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
#7
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
#8
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
#9
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
#10
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
#11
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
#12
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
#13
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
#14
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
#15
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
#16
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
#17
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
#18
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
#19
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
#20
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
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