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https://www.readbyqxmd.com/read/30289901/human-modified-biogeographic-patterns-and-conservation-in-game-birds-the-dilemma-of-the-black-francolin-francolinus-francolinus-phasianidae-in-pakistan
#1
Giovanni Forcina, Monica Guerrini, Imran Khaliq, Aleem Ahmed Khan, Filippo Barbanera
The ever-increasing human-mediated wildlife reshuffling is raising concern for the conservation of biodiversity. The loss of biological distinctiveness among regions lessens the genetic diversity and consequently the evolutionary potential of local biotas to tackle present-day global change and human disturbance. This process may be sometimes cryptic unless investigated by means of a molecular approach. In this respect, game birds are a paradigmatic case. The black francolin (Francolinus francolinus, Phasianidae) is a medium-sized galliform whose distribution range stretches from Cyprus to the Gulf of Bengal...
2018: PloS One
https://www.readbyqxmd.com/read/30287612/improving-sensitivity-to-eye-gaze-cues-in-autism-using-serious-game-technology-study-protocol-for-a-phase-i-randomised-controlled-trial
#2
K Suzanne Scherf, Jason W Griffin, Brian Judy, Elisabeth M Whyte, Charles F Geier, Daniel Elbich, Joshua M Smyth
INTRODUCTION: Autism spectrum disorder (ASD) is characterised by impairments in social communication. Core symptoms are deficits in social looking behaviours, including limited visual attention to faces and sensitivity to eye gaze cues. We designed an intervention game using serious game mechanics for adolescents with ASD. It is designed to train individuals with ASD to discover that the eyes, and shifts in gaze specifically, provide information about the external world. We predict that the game will increase understanding of gaze cues and attention to faces...
October 4, 2018: BMJ Open
https://www.readbyqxmd.com/read/30286776/automated-functional-upper-limb-evaluation-of-patients-with-friedreich-ataxia-using-serious-games-rehabilitation-exercises
#3
Bruno Bonnechère, Bart Jansen, Inès Haack, Lubos Omelina, Véronique Feipel, Serge Van Sint Jan, Massimo Pandolfo
BACKGROUND: Friedreich ataxia (FRDA) is a disease with neurological and systemic involvement. Clinical assessment tools commonly used for FRDA become less effective in evaluating decay in patients with advanced FRDA, particularly when they are in a wheelchair. Further motor worsening mainly impairs upper limb function. In this study, we tested if serious games (SG) developed for rehabilitation can be used as an assessment tool for upper limb function even in patients with advanced FRDA...
October 4, 2018: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/30283377/games-used-with-serious-purposes-a-systematic-review-of-interventions-in-patients-with-cerebral-palsy
#4
REVIEW
Sílvia Lopes, Paula Magalhães, Armanda Pereira, Juliana Martins, Carla Magalhães, Elisa Chaleta, Pedro Rosário
The purpose of the present systematic review was to examine extant research regarding the role of games used seriously in interventions with individuals with cerebral palsy. Therefore, PubMed, PsyINFO, Web of Science, Scopus, and IEEE databases were used. Search terms included: "serious games" OR "online games" OR "video games" OR "videogame" OR "game based" OR "game" AND "intervention" AND "cerebral palsy." After the full reading and quality assessment of the papers, 16 studies met the inclusion criteria...
2018: Frontiers in Psychology
https://www.readbyqxmd.com/read/30281733/decidix-meeting-of-the-paulo-freire-pedagogy-with-the-serious-games-in-the-field-of-health-education-with-adolescents
#5
Rosana Juliet Silva Monteiro, Marcela Paula Conceição de Andrade Oliveira, Rosalie Barreto Belian, Luciane Soares de Lima, Maria Eliete Santiago, Daniela Tavares Gontijo
INTRODUCTION: Health education with adolescents is a challenge. Serious games are considered strategic tools, and their effectiveness is related to the pedagogical model adopted. Health education can promote leadership and autonomy, especially since is based on Paulo Freire's Pedagogy as the theoretical foundation. OBJECTIVE: To analyze the contributions of the DECIDIX serious game for educational purposes, supported by Paulo Freire's foundations, applied to health education with adolescents in the sexual and reproductive field...
September 2018: Ciência & Saúde Coletiva
https://www.readbyqxmd.com/read/30256263/ict-and-autism-care-state-of-the-art
#6
Charline Grossard, Giuseppe Palestra, Jean Xavier, Mohamed Chetouani, Ouriel Grynszpan, David Cohen
PURPOSE OF REVIEW: Over the past 10 years, the use of information and communication technologies (ICTs) has increased in regard to the treatment of individuals with autism spectrum disorders (ASDs). ICT support mechanisms (e.g. computers, laptops, robots) are particularly attractive and are adapted to children with ASD. In addition, ICT algorithms can offer new perspectives for clinicians, outside direct apps or gaming proposals. Here, we will focus on the use of serious games and robots because of their attractiveness and their value in working on social skills...
November 2018: Current Opinion in Psychiatry
https://www.readbyqxmd.com/read/30248709/learning-to-detect-cognitive-impairment-through-digital-games-and-machine-learning-techniques
#7
Sonia Valladares-Rodriguez, Roberto Pérez-Rodriguez, J Manuel Fernandez-Iglesias, Luis E Anido-Rifón, David Facal, Carlos Rivas-Costa
OBJECTIVE: Alzheimer's disease (AD) is one of the most prevalent diseases among the adult population. The early detection of Mild Cognitive Impairment (MCI), which may trigger AD, is essential to slow down the cognitive decline process. METHODS: This paper presents a suit of serious games that aims at detecting AD and MCI overcoming the limitations of traditional tests, as they are time-consuming, affected by confounding factors that distort the result and usually administered when symptoms are evident and it is too late for preventive measures...
September 2018: Methods of Information in Medicine
https://www.readbyqxmd.com/read/30243803/leucopatch-system-for-the-management-of-hard-to-heal-diabetic-foot-ulcers-in-the-uk-denmark-and-sweden-an-observer-masked-randomised-controlled-trial
#8
Frances Game, William Jeffcoate, Lise Tarnow, Judith L Jacobsen, Diane J Whitham, Eleanor F Harrison, Sharon J Ellender, Deborah Fitzsimmons, Magnus Löndahl
BACKGROUND: The LeucoPatch device uses bedside centrifugation without additional reagents to generate a disc comprising autologous leucocytes, platelets, and fibrin, which is applied to the surface of the wound. We aimed to test the effectiveness of LeucoPatch on the healing of hard-to-heal foot ulcers in people with diabetes. METHODS: This was a multicentre, international, observer-masked, randomised controlled trial of people with diabetes and a hard-to-heal foot ulcer done in 32 specialist diabetic foot clinics in three countries (UK, Denmark, and Sweden)...
September 19, 2018: Lancet Diabetes & Endocrinology
https://www.readbyqxmd.com/read/30241311/resource-allocation-in-wireless-powered-iot-system-a-mean-field-stackelberg-game-based-approach
#9
Jingtao Su, Haitao Xu, Ning Xin, Guixing Cao, Xianwei Zhou
The IoT system has become a significant component of next generation networks, and drawn a lot of research interest in academia and industry. As the sensor nodes in the IoT system are always battery-limited devices, the power control problem is a serious problem in the IoT system which needs to be solved. In this paper, we research the resource allocation in the wireless powered IoT system, which includes one hybrid access point (HAP) and many wireless sensor nodes, to obtain the optimal power level for information transmission and energy transfer simultaneously...
September 20, 2018: Sensors
https://www.readbyqxmd.com/read/30229106/interaction-analysis-data-of-simulation-gaming-events-using-the-serious-game-aqua-republica
#10
Steven Jean, Wietske Medema, Jan Adamowski, Chengzi Chew, Patrick Delaney, Arjen Wals
The data presented in this article is related to the research article entitled 'Serious games as a catalyst for boundary crossing, collaboration and knowledge co-creation in a watershed governance context' (Jean et al., In press) [1]. Understanding the team dynamics related to serious game simulations is critical for understanding the potential uses and functions of these simulations for knowledge co-creation (Medema et al., 2016) [2]. The data was obtained from four independent serious game simulation events and consists of n = 40 participants...
August 2018: Data in Brief
https://www.readbyqxmd.com/read/30224497/endogenous-rewards-promote-cooperation
#11
Chun-Lei Yang, Boyu Zhang, Gary Charness, Cong Li, Jaimie W Lien
Sustaining cooperation in social dilemmas is a fundamental objective in the social and biological sciences. Although providing a punishment option to community members in the public goods game (PGG) has been shown to effectively promote cooperation, this has some serious disadvantages; these include destruction of a society's physical resources as well as its overall social capital. A more efficient approach may be to instead employ a reward mechanism. We propose an endogenous reward mechanism that taxes the gross income of each round's PGG play and assigns the amount to a fund; each player then decides how to distribute his or her share of the fund as rewards to other members of the community...
October 2, 2018: Proceedings of the National Academy of Sciences of the United States of America
https://www.readbyqxmd.com/read/30216383/dogs-are-the-main-species-involved-in-animal-vehicle-collisions-in-southern-spain-daily-seasonal-and-spatial-analyses-of-collisions
#12
David Canal, Beatriz Martín, Manuela de Lucas, Miguel Ferrer
Animal-vehicle collisions have become a serious traffic safety issue. Collisions have steadily increased over the last few decades, as have their associated socio-economic costs. Here, we explore the spatial and temporal patterns of animal-vehicle collisions reported to authorities in the province of Seville, southern Spain. Most animal-vehicle collisions involved domestic animals (>95%), particularly dogs (>80%), a pattern that sharply contrasts with that found in other Spanish and European regions, where collisions are mostly caused by game species...
2018: PloS One
https://www.readbyqxmd.com/read/30211287/design-and-implementation-of-a-serious-game-on-neurorehabilitation-data-on-modifications-of-functionalities-along-implementation-releases
#13
Federica Savazzi, Sara Isernia, Johanna Jonsdottir, Sonia Di Tella, Stefania Pazzi, Francesca Baglio
The measurement of users' perception of functionalities in the use of Serious Games (SGs) along technology implementation phases may lead to effective changes for developing successful user-centered learning tools in the medical field. In the present data article, data about usability functionalities along two cycles of validation of a SG on neurorehabilitation with final users are described. The key principles of usability model used to collect and analyze data and the evaluation tool are presented. The modifications of the SG to improve usability across implementation phases are detailed...
October 2018: Data in Brief
https://www.readbyqxmd.com/read/30197830/how-far-is-too-far-understanding-identity-and-overconformity-in-collegiate-wrestlers
#14
Ashley Coker-Cranney, Jack C Watson, Malayna Bernstein, Dana K Voelker, Jay Coakley
Athletes are expected to distinguish themselves from their peers, make sacrifices for the good of the game, play through pain and injury, and push physical and mental limits on the path to achieve their goals. Collectively, these expectations are known as the 'sport ethic' and while they are considered part of sport culture, athletes who overconform to them engage in behaviours that pose potentially serious health risks. To explore athlete identity and deviant overconformity, this study was designed within a psychocultural life story framework using a constructivist-interpretivist paradigm...
2018: Qualitative research in sport, exercise and health
https://www.readbyqxmd.com/read/30193992/home-based-training-of-rhythmic-skills-with-a-serious-game-in-parkinson-s-disease-usability-and-acceptability
#15
Celia Dauvergne, Valentin Bégel, Christian Gény, Frédéric Puyjarinet, Isabelle Laffont, Simone Dalla Bella
OBJECTIVES: To evaluate the adherence, usability and acceptance of a rehabilitation protocol with a music-based serious game (SG) and its effect on rhythmic skills in Parkinson disease (PD). METHODS: Sixteen PD patients with mild cognitive and motor impairments were included (mean [SD] age 65 [7.28] years and Hoehn & Yahr score 2-3). Rehabilitation consisted of a 6-week at-home training program targeting rhythmic skills with a dedicated SG, Rhythm Workers, implemented on a tablet device...
September 5, 2018: Annals of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/30183872/serious-games-as-an-educational-strategy-to-control-childhood-obesity-a-systematic-literature-review1
#16
Jéssica David Dias, Aline Natalia Domingues, Chris Mayara Tibes, Silvia Helena Zem-Mascarenhas, Luciana Mara Monti Fonseca
OBJECTIVES: to identify in the literature the efficacy of serious games to improve knowledge for and/or behavioral changes among overweight or obese children. METHOD: Systematic Literature Review. The Cochrane Systematic Reviews Handbook was used. The studies were collected from the following databases: Public Medline; Web Of Science; Science Direct; Latin American and Caribbean Health Sciences Literature; and the Health Game Research and Cumulative Index to Nursing & Allied Health Literature...
September 3, 2018: Revista Latino-americana de Enfermagem
https://www.readbyqxmd.com/read/30177869/review-of-smart-services-for-tinnitus-self-help-diagnostics-and-treatments
#17
REVIEW
Sven Kalle, Winfried Schlee, Rüdiger C Pryss, Thomas Probst, Manfred Reichert, Berthold Langguth, Myra Spiliopoulou
In the recent years, there has been an increasing interest in the potential of internet- and smartphone-based technologies for the support of tinnitus patients. A broad spectrum of relevant approaches, some in the form of studies, others in the form of market products, have been mentioned in literature. They include auditory treatments, internet-based Cognitive Behavioral Therapy (iCBT), serious games, and questionnaires for tinnitus monitoring. The goal of this study is to highlight the role of existing internet-based and smart technologies for the advancement of tinnitus clinical practice: we consider contributions that refer to treatments and diagnostics, and we include contributions refering to self-help measures...
2018: Frontiers in Neuroscience
https://www.readbyqxmd.com/read/30150397/serious-games-may-improve-physician-heuristics-in-trauma-triage
#18
RANDOMIZED CONTROLLED TRIAL
Deepika Mohan, Baruch Fischhoff, Derek C Angus, Matthew R Rosengart, David J Wallace, Donald M Yealy, Coreen Farris, Chung-Chou H Chang, Samantha Kerti, Amber E Barnato
Trauma triage depends on fallible human judgment. We created two "serious" video game training interventions to improve that judgment. The interventions' central theoretical construct was the representativeness heuristic, which, in trauma triage, would mean judging the severity of an injury by how well it captures (or "represents") the key features of archetypes of cases requiring transfer to a trauma center. Drawing on clinical experience, medical records, and an expert panel, we identified features characteristic of representative and nonrepresentative cases...
September 11, 2018: Proceedings of the National Academy of Sciences of the United States of America
https://www.readbyqxmd.com/read/30147389/serious-games-as-an-educational-strategy-for-management-and-leadership-development-in-postgraduate-medical-education-an-exploratory-inquiry
#19
Jamiu O Busari, Huriye Yaldiz, Daniëlle Verstegen
Background: Previous research has shown that medical residents are in need of additional training in management and leadership skills. One of the possible ways of teaching this competency is the use of a serious game. This study explores residents' views of the potential use of a serious game to teach a module on negotiation in practice management and leadership curriculum. Method: The aim of this study was to identify the features required to design a serious game for management and leadership education, including potential scenarios for such a game...
2018: Advances in Medical Education and Practice
https://www.readbyqxmd.com/read/30129775/investigation-of-a-mobile-serious-game-in-the-treatment-of-obsessive-compulsive-disorder-a-pilot-study
#20
Ji Sun Hong, Sun Mi Kim, Elias Aboujaoude, Doug Hyun Han
OBJECTIVE: Exposure and response prevention (ERP) therapy is considered a first-line treatment for obsessive-compulsive disorder (OCD). Dysregulation in the cortico-striato-thalamo-cortical (CSTC) circuit has been implicated in the pathophysiology of OCD, as have decreased functional connectivity (FC) between the dorsal anterior cingulate cortex (dACC) and the prefrontal cortex and increased FC between the dACC and the basal ganglia. We hypothesized that a new ERP-inspired mobile "serious game" would improve clinical symptoms in OCD and that symptom improvement would be associated with altered FC within CSTC...
October 2018: Games for Health
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