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JMIR Serious Games

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https://www.readbyqxmd.com/read/30333096/virtual-reality-clinical-research-promises-and-challenges
#1
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
#2
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
#3
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
#4
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
#5
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
#6
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
#7
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
#8
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
#9
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
#10
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
#11
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
#12
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
#13
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
#14
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
#15
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
#16
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
#17
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
#18
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
#19
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
#20
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
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