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Serious gaming

Douglas E Sperry, Linda L Sperry, Peggy J Miller
In response to Golinkoff, Hoff, Rowe, Tamis-LeMonda, and Hirsh-Pasek's (2018) commentary, we clarify our goals, outline points of agreement and disagreement between our respective positions, and address the inadvertently harmful consequences of the word gap claim. We maintain that our study constitutes a serious empirical challenge to the word gap. Our findings do not support Hart and Risley's claim under their definition of the verbal environment; when more expansive definitions were applied, the word gap disappeared...
August 13, 2018: Child Development
Steven Jean, Wietske Medema, Jan Adamowski, Chengzi Chew, Patrick Delaney, Arjen Wals
Novel methods for enhancing collaboration and interactions are required to ensure that stakeholders and governments are able to develop a shared vision that supports sustainable watershed governance. Particular attention must be placed on integrating stakeholders who would otherwise have limited decision-making power. By crossing professional, ideological and jurisdictional boundaries, stakeholders' perspectives are more likely to change than when staying within those boundaries. This process, known as boundary crossing, requires boundary objects; either artifacts, people, or institutions that play a bridging role between different boundary spaces...
October 1, 2018: Journal of Environmental Management
Stefan Hoffmann, Stephen Wilson
Within the iManageCancer project, two serious games were developed, one for adults and one for children and adolescents. The adult's game was developed by the University of Bedfordshire (UK), the kid's game by Promotion Software GmbH (Germany). The aim was to support adult and young cancer patients with serious games to manage the impact of the disease on their psychological status, such as negative emotions, anxiety or depression, and motivate them to stay positive and to participate in social life [Patterson and Garwick (1994) Ann Behav Med 16 131-142; Brennan et al ...
2018: Ecancermedicalscience
Marjoke Bakker, Lilian Beijer, Toni Rietveld
INTRODUCTION: In this article, we consider the role of feedback in computerized speech training for patients with dysarthric speech due to acquired neurological disorders such as Parkinson's disease and stroke. METHODS: Based on literature from different fields, we review several issues that play a role when designing feedback for computerized speech training, including serious games. RESULTS: Which speech dimensions (e.g., articulation, loudness) to target in computerized speech feedback, and at what level of detail to provide the feedback, depend on the focus of the specific speech therapy and the technical feasibility of providing reliable speech feedback...
August 3, 2018: Telemedicine Journal and E-health: the Official Journal of the American Telemedicine Association
Mark Deacon, John Parsons, Sean Mathieson, T Claire Davies
Decline in balance control is an issue for older adults as it leads to an increased risk of falling which may result in serious injury. Mitigating this risk may be achieved through balance training and exercise, but lack of adherence to an exercise program often occurs. Improvement in balance control may be difficult to quantify in an unbiased manner given the therapist providing the treatment also assesses the patient. We developed a gamified system using off-the-shelf technology through iterative feedback with therapists and clients to evaluate response time during stepping as a measure of balance control...
August 1, 2018: IEEE Transactions on Neural Systems and Rehabilitation Engineering
Candice Graydon, Mike J Dixon, Madison Stange, Jonathan A Fugelsang
BACKGROUND AND AIMS: Slot machines pose serious problems for a subset of gamblers. On multiline slots, many small credit returns are less than one's spin wager, resulting in a net loss to the player. These outcomes are called losses disguised as wins (LDWs). We aimed to show that different proportions of LDWs could differentially affect gambling persistence (continuing to gamble despite financial loss), but that such LDW effects may depend on problem gambling symptomatology. DESIGN: Gamblers were randomized to play 100 spins on a game with few, moderate, or many LDWs (between subjects design), then continued playing for as long as they wished during (unbeknownst to players) a losing streak (to measure gambling persistence)...
July 31, 2018: Addiction
Elizabeth A Beverly, Todd R Fredricks, Andrew Leubitz, Benjamin R Oldach, Daniel Kana, Michael D Grant, Jonathon Whipps, Emily H Guseman
BACKGROUND: Despite the risks, concussion symptoms often go underreported by athletes, leading to delayed or forgone treatment and increased potential for concussion recurrence. One of the most serious long-term consequences of sports-related concussions is Chronic Traumatic Encephelopathy (CTE), a disorder associated with progressive neurological deterioration. The purpose of this study was to explore former collegiate athletes' understanding of concussions and motivations behind concussion non-disclosure in order to better assist family medicine providers in screening for and managing a history of concussions...
July 27, 2018: BMC Family Practice
Lemmy Schakel, Dieuwke S Veldhuijzen, Henriët van Middendorp, Pieter Van Dessel, Jan De Houwer, Rafael Bidarra, Andrea W M Evers
There is initial support for the effectiveness of approach-avoidance trainings in altering food-related health behaviors. Furthermore, outcome expectancies induced by verbal suggestions might optimize the effectiveness of these interventions, as shown in placebo research. The present study investigated the effectiveness of a gamified approach-avoidance training on food-related outcomes and whether verbal suggestions could strengthen those effects. A total of 120 participants were randomly assigned to 1 of 4 conditions: serious gaming only, verbal suggestions only, serious gaming combined with verbal suggestions, or a gaming control condition...
2018: PloS One
Taylor Willmott, Rebekah Russell-Bennett, Judy Drennan, Sharyn Rundle-Thiele
INTRODUCTION: Game On: Know Alcohol, a school-based alcohol education program, aimed to educate adolescents on the harmful effects of (excessive) alcohol consumption. The program included two user-centered serious educational games, Perfect Pour and Dumb Driver. PURPOSE: To evaluate the objective effect of playing Perfect Pour and Dumb Driver on the key psychosocial determinants of adolescent binge drinking intentions in the context of the theory of reasoned action (TRA)...
July 1, 2018: Health Education & Behavior: the Official Publication of the Society for Public Health Education
Zhen Hong, Xiaoman Pan, Ping Chen, Xianchuang Su, Ning Wang, Wenqi Lu
As part of the IoT-based application, underwater wireless sensor networks (UWSN), which are typically self-organized heterogeneous wireless network, are one of the research hot-spots using various sensors in marine exploration and water environment monitoring application fields, recently. Due to the serious attenuation of radio in water, acoustic or hybrid communication is a usual way for transmitting information among nodes, which dissipates much more energy to prevent the network failure and guarantee the quality of service (QoS)...
July 16, 2018: Sensors
Ryan Wei Xuan Ee, Kai Zhen Yap, Kevin Yi-Lwern Yap
BACKGROUND: Use of herbal medicines is common. There is a need for education in this area. Mobile games are useful educational tools for motivating learning. A mobile game on herbal medicines can potentially enhance players' herb-related knowledge. Our objective was to develop a mobile game to motivate players to learn more about herbal medicines. METHODS: Game development comprised of storyboarding, user interface design, database development, server development and distribution...
August 2018: Complementary Therapies in Medicine
Katie Moraes de Almondes, Maria E M Leonardo
Promoting a healthy sleep is a big challenge and becomes a strategic priority in public health, due to the severe consequences on children's development and risk to psychiatric diseases. Interventions that promote healthy sleep, such as those that focus on the dissemination of behavioral and environmental recommendations of sleep hygiene with children, are presented as an alternative. Serious game design offers wide-reaching domains in health applications and is increasing in popularity, particularly with children and teens because of it's potential to engage and motivate players differently from other interventions...
2018: Frontiers in Psychology
Barbara C N Müller, Shengnan Chen, Sari R R Nijssen, Simone Kühn
Among elderly, the use of serious games steadily increases. Research shows that anthropomorphising digital agents (i.e., ascribing human characteristics to them) has positive short-term consequences on interactions with digital agents. However, whether these effects can also be observed over a long-term period and in a real-life setting is unknown. In two studies, we investigated the important long-term consequences of anthropomorphism among older adults (age > 50) to increase involvement in serious games...
2018: PloS One
Daniel Tsoy, Paula Sneath, Josh Rempel, Simon Huang, Nicole Bodnariuc, Mathew Mercuri, Alim Pardhan, Teresa M Chan
PROBLEM: As patient volumes increase, it is becoming increasingly important to find novel ways to teach junior medical learners about the intricacies of managing multiple patients simultaneously, as well as about working in a resource-limited environment. APPROACH: Serious games (i.e., games not intended purely for fun) are a teaching modality that have been gaining momentum as teaching tools in medical education. From May 2016 to August 2017, the authors designed and tested a serious game, called "GridlockED," to provide a focused educational experience for medical trainees to learn about multipatient care and patient flow...
July 3, 2018: Academic Medicine: Journal of the Association of American Medical Colleges
Dimitris Fotopoulos, Vassilis Kilintzis, Achileas Chytas, Paris Mavromoustakos, Theodoros Loizidis, Ioanna Chouvarda
In rehabilitation, exergames and serious games are widely usedin order to motivate patients in the therapeutic procedure. Patients are asked to modify their incorrect motor patterns or reinforce the proper ones through activity rather than exercise. Interactive applications as such, can have a huge impact on a patient's motivation making repetitive physical exercises into pleasant experiences, thus maximizing the gains of therapy. In this paper we present the design and implementation of a serious game platform based on virtual 3D game environment and leap motion controller for interaction...
2018: Studies in Health Technology and Informatics
Pavlina Psychouli, Konstantinos Katzis, Mark Elliott
Rehabilitation aims at brain rewiring through intensive practice following brain injury. This paper presents a new supportive mechanism that will be used to isolate wrist movement and in combination to the use of serious games, to act as a motivational tool to improve adherence during home-based practice. The paper describes the proposed methodology employed to carry out the home-based programme while leap motion is used to monitor and evaluate these exercises.
2018: Studies in Health Technology and Informatics
Kunimitsu Kataoka, Hiroshi Nagata, Junji Akimoto
Today, all-solid-state secondary lithium-ion batteries have attracted attention in research and development all over the world as a next-generation energy storage device. A key material for the all-solid-state lithium batteries is inorganic solid electrolyte, including oxide and sulfide materials. Among the oxide electrolytes, garnet-type oxide exhibits the highest lithium-ion conductivity and a wide electrochemical potential window. However, they have major problems for practical realization. One of the major problems is an internal short-circuit in charging and discharging...
July 2, 2018: Scientific Reports
Bree E Holtz, Katharine Murray, Taiwoo Park
OBJECTIVE: The purpose of this study was to systematically review the literature to assess if serious games impact health outcomes for children less than 18 years of age with chronic diseases. Additionally, the impact of self-efficacy, adherence, knowledge, use of theory, parent involvement, and study quality was also examined. MATERIALS AND METHODS: Searches were conducted in databases EBSCO, PubMed, and Web of Science between June and August 2016. Randomized controlled trials using a serious game as an intervention, for participants under 18 years of age, to improve their chronic disease were included...
June 29, 2018: Games for Health
Paula Alexandra Rego, Pedro Miguel Moreira, Luís Paulo Reis
OBJECTIVE: Serious Games is a field of research that has evolved substantially with valuable contributions to many application domains and areas. Patients often consider traditional rehabilitation approaches to be repetitive and boring, making it difficult for them to maintain their ongoing interest and assure the completion of the treatment program. Since the publication of our first taxonomy of Serious Games for Health Rehabilitation (SGHR), many studies have been published with game prototypes in this area...
June 29, 2018: Games for Health
Milan N A van der Kuil, Johanna M A Visser-Meily, Andrea W M Evers, Ineke J M van der Ham
Acquired brain injury patients often report navigation impairments. A cognitive rehabilitation therapy has been designed in the form of a serious game. The aim of the serious game is to aid patients in the development of compensatory navigation strategies by providing exercises in 3D virtual environments on their home computers. The objective of this study was to assess the usability of three critical gaming attributes: movement control in 3D virtual environments, instruction modality and feedback timing. Thirty acquired brain injury patients performed three tasks in which objective measures of usability were obtained...
2018: Frontiers in Psychology
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