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https://www.readbyqxmd.com/read/30521854/an-interactive-and-low-cost-full-body-rehabilitation-framework-based-on-3d-immersive-serious-games
#1
Danilo Avola, Luigi Cinque, Gian Luca Foresti, Marco Raoul Marini
Strokes, surgeries, or degenerative diseases can impair motor abilities and balance. Long-term rehabilitation is often the only way to recover, as completely as possible, these lost skills. To be effective, this type of rehabilitation should follow three main rules. First, rehabilitation exercises should be able to keep patient's motivation high. Second, each exercise should be customizable depending on patient's needs. Third, patient's performance should be evaluated objectively, i.e., by measuring patient's movements with respect to an optimal reference model...
December 3, 2018: Journal of Biomedical Informatics
https://www.readbyqxmd.com/read/30514657/-stop-bullying-now-investigating-the-effectiveness-of-a-serious-game-for-teachers-in-promoting-autonomy-supporting-strategies-for-disabled-adults-a-randomized-controlled-trial
#2
P Lievense, V S Vacaru, J Liber, M Bonnet, P S Sterkenburg
BACKGROUND: Individuals with disabilities are at heightened risk for bullying and can lack the ability to cope in bullying situations. Teachers and caregivers have an important responsibility to promote optimal strategies for individuals with disabilities to cope with bullying. Three types of strategies have been identified: autonomy-supporting, autonomy-neutral, and autonomy-undermining strategies. OBJECTIVES: The current study investigates the effectiveness of a serious game, "Stop bullying now!", for teachers to use in working with individuals with disabilities to enhance autonomy-promoting strategies and increase generalized self-efficacy...
November 28, 2018: Disability and Health Journal
https://www.readbyqxmd.com/read/30477931/female-rugby-union-injuries-in-new-zealand-a-review-of-five-years-2013-2017-of-accident-compensation-corporation-moderate-to-severe-claims-and-costs
#3
D King, P A Hume, N Hardaker, C Cummins, T Clark, A J Pearce, C Gissane
OBJECTIVES: To provide epidemiological data and related costs for moderate-to-serious and serious injury claims for women's rugby union in New Zealand. DESIGN: A retrospective analytical review of injury entitlement claims for women's rugby from 2013 to 2017. METHODS: Data were analysed by year of competition, age, body site and injury type for total and moderate-to-severe (MSC) Accident Compensation Corporation (ACC) claims and costs. RESULTS: Over 2013 to 2017 there were 26,070 total claims for female rugby union costing $18,440,812 [AD$16,956,998]...
November 6, 2018: Journal of Science and Medicine in Sport
https://www.readbyqxmd.com/read/30459485/in-game-play-behaviours-during-an-applied-video-game-for-anxiety-prevention-predict-successful-intervention-outcomes
#4
Aniek Wols, Anna Lichtwarck-Aschoff, Elke A Schoneveld, Isabela Granic
Anxiety disorder is the most prevalent and frequently diagnosed disorder in youth, and associated with serious negative health outcomes. Our most effective prevention programs, however, have several limitations. These limitations can be addressed using game-based interventions. Results from two randomized controlled trials on the video game MindLight show improvements in anxiety that are maintained up to 6 months. The game was designed based on evidence-based therapeutic techniques; however, it is unclear if children's engagement with these techniques actually predict improvements in anxiety symptoms...
2018: Journal of Psychopathology and Behavioral Assessment
https://www.readbyqxmd.com/read/30457730/-visceral-larva-migrans-syndrome-and-hepatic-abscess-a-case-report
#5
Paula Arighi, Gretel E Hausbauer, Mercedes G Vázquez, Mariana Nastri
Toxocariasis canis or catis is a zoonotic infection disseminated in humans. Human beings can act as non-natural hosts in which the parasite can survive for long periods of time and they become infected by the ingestion of geohelminth eggs. These can be located on the ground, playgrounds and children's games, and are mostly eliminated by dogs or cats. There are different spectra in the clinical presentation of this infection, which can vary from an asymptomatic host to the production of serious organic lesions; some of them are ocular toxocariasis, visceral larva migrans, covert toxocariasis and neurotoxocariasis...
December 1, 2018: Archivos Argentinos de Pediatría
https://www.readbyqxmd.com/read/30457662/-gambling-disorder-a-current-issue-in-sweden
#6
Carolina Widinghoff, Anders C Håkansson
Gambling disorder is a serious condition and a current issue in Sweden. The national prevalence of problem gambling is 2 %, including 0.4 % meeting criteria for gambling disorder, but the incidence numbers are substantially higher due to the dynamic pattern of the disorder with people moving into and out of the problem gambling group. Rapid internet games, such as internet casinos and sports betting, cause a predominant share of the gambling problems, and the market has shown an unrestrained growth for years...
November 14, 2018: Läkartidningen
https://www.readbyqxmd.com/read/30447012/how-families-prepare-their-children-for-tooth-extraction-under-general-anaesthesia-family-and-clinical-predictors-of-non-compliance-with-a-serious-game
#7
Patricia A Reynolds, Ana N Donaldson, Christina Liossi, Jonathon T Newton, Nicholas K Donaldson, Ramiro Arias, Preemal Haria, Corinne Huntington, Reham Alharatani, Marie Therese Hosey
OBJECTIVE: To explore family and clinical factors for usage of an online serious game designed to prepare children with ECC for dental treatment under general anaesthesia. DESIGN: Observational study. Secondary data of 60 children, aged 5-to-7, randomised to the intervention group in a phase-III randomised controlled trial [NIHR Portfolio 10006, ISRCTN: 18265148] testing the efficacy of the serious game http://www.scottga.org (available online). Usage was captured automatically, with each click, in real time...
November 17, 2018: International Journal of Paediatric Dentistry
https://www.readbyqxmd.com/read/30424788/resistancesim-development-and-acceptability-study-of-a-serious-game-to-improve-understanding-of-insecticide-resistance-management-in-vector-control-programmes
#8
Edward K Thomsen, Charlotte Hemingway, Andy South, Kirsten A Duda, Claire Dormann, Robert Farmer, Michael Coleman, Marlize Coleman
The use of insecticides is the cornerstone of effective malaria vector control. However, the last two decades has seen the ubiquitous use of insecticides, predominantly pyrethroids, causing widespread insecticide resistance and compromising the effectiveness of vector control. Considerable efforts to develop new active ingredients and interventions are underway. However, it is essential to deploy strategies to mitigate the impact of insecticide resistance now, both to maintain the efficacy of currently available tools as well as to ensure the sustainability of new tools as they come to market...
November 13, 2018: Malaria Journal
https://www.readbyqxmd.com/read/30412614/expanse-a-novel-narrative-serious-game-for-the-behavioral-assessment-of-cognitive-abilities
#9
Irene Alice Chicchi Giglioli, Carla de Juan Ripoll, Elena Parra, Mariano Alcañiz Raya
EFs are a set of processes that supports many cognitive domains as goal setting, monitoring, planning, and cognitive-behavioural flexible control. Currently, many standardized paper-and-pencil tests or scales are used to assess EFs. These tests are easy to administer, score, and interpret but present some limitations in terms of generalizability of behaviours in real life. More recently, Information and Communication Technology has provided a higher ecological validity in the EFs assessment. In order to increase the ecological validity, we have developed a serious game (SG), named EXPANSE, which aim was to compare the participants' game performance (latency times, and correct answers) with the results obtained in the traditional tasks and scales...
2018: PloS One
https://www.readbyqxmd.com/read/30411982/which-game-narratives-do-adolescents-of-different-gameplay-and-sociodemographic-backgrounds-prefer-a-mixed-methods-analysis
#10
Ayla Schwarz, Lieze Mertens, Monique Simons, Jorinde E Spook, Debbe Thompson, Greet Cardon, Ilse De Bourdeaudhuij, Sebastien F M Chastin, Ann DeSmet
OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games. MATERIALS AND METHODS: Adolescents were recruited through school to complete a survey on narrative preferences in digital games...
November 9, 2018: Games for Health
https://www.readbyqxmd.com/read/30401600/does-a-serious-game-increase-intrinsic-motivation-in-children-receiving-urotherapy
#11
A J Nieuwhof-Leppink, T P V M de Jong, E M van de Putte, R Schappin
INTRODUCTION: Urotherapy is considered the treatment of choice for children suffering daytime urinary incontinence (DUI). Urotherapy intends to improve bladder dysfunction for children with DUI. For children with refractory DUI, an intensive inpatient bladder training program exists, which focuses on relearning, concentration on, and awareness of the bladder. Children's motivation and adherence are key determinants of a successful training outcome. It is hypothesized that motivation endurance throughout the treatment process may be enhanced by a serious game training tool, which could make the training more appealing and rewarding...
September 19, 2018: Journal of Pediatric Urology
https://www.readbyqxmd.com/read/30396753/music-and-movement-towards-a-translational-approach
#12
Simone Dalla Bella
Rhythmic abilities are highly widespread in the general population. Most people can extract the regular beat of music, and align their movements with it. The aim of a translational approach for music and movement is to build on current fundamental research and theories of beat perception and synchronization to devise music-based interventions, which are informed by theory. To illustrate this approach, Parkinson's disease is taken as a model, with a focus on the positive effects of rhythmic auditory cueing on walking...
November 2, 2018: Neurophysiologie Clinique, Clinical Neurophysiology
https://www.readbyqxmd.com/read/30390370/toy-gun-eye-injuries-eye-protection-needed-helsinki-ocular-trauma-study
#13
Anna-Kaisa Haavisto, Ahmad Sahraravand, Päivi Puska, Tiina Leivo
PURPOSE: We report the epidemiology, findings, treatment, long-term outcome and use of resources for eye injuries caused by toy guns in southern Finland. METHODS: All new patients injured by toy guns in one year (2011-2012) and treated at Helsinki University Eye Hospital were included. Follow-ups occurred at 3 months and 5 years. RESULTS: Toy guns caused 15 eye traumas (1% of all eye traumas). Most patients were male (n = 14) and children aged under 16 years (n = 13)...
November 2, 2018: Acta Ophthalmologica
https://www.readbyqxmd.com/read/30383458/the-effects-of-a-serious-game-on-depressive-symptoms-and-anxiety-in-breast-cancer-patients-with-depression-a-pilot-study-using-functional-magnetic-resonance-imaging
#14
Sun Mi Kim, Hee-Jun Kim, Hyun Chan Hwang, Ji Sun Hong, Sujin Bae, Kyoung Joon Min, Doug Hyun Han
OBJECTIVE: Depression is common in cancer patients. We investigated the effects of playing a serious game in breast cancer patients with mild to moderate depression using functional neuroimaging. MATERIALS AND METHODS: Thirty-five participants were randomly assigned to the Game group and the Nongame group, and fifteen participants in each group completed the study protocol. Participants in the Game group were asked to play a serious game, "Hit the Cancer" (RAW HAND, Seoul, Korea), for at least 30 minutes/day, 5 days/week, for 3 weeks...
October 31, 2018: Games for Health
https://www.readbyqxmd.com/read/30380634/ambient-intelligence-environment-for-home-cognitive-telerehabilitation
#15
Miguel Oliver, Miguel A Teruel, José Pascual Molina, Dulce Romero-Ayuso, Pascual González
Higher life expectancy is increasing the number of age-related cognitive impairment cases. It is also relevant, as some authors claim, that physical exercise may be considered as an adjunctive therapy to improve cognition and memory after strokes. Thus, the integration of physical and cognitive therapies could offer potential benefits. In addition, in general these therapies are usually considered boring, so it is important to include some features that improve the motivation of patients. As a result, computer-assisted cognitive rehabilitation systems and serious games for health are more and more present...
October 29, 2018: Sensors
https://www.readbyqxmd.com/read/30368436/a-web-based-serious-game-on-delirium-as-an-educational-intervention-for-medical-students-randomized-controlled-trial
#16
Kiki R Buijs-Spanjers, Harianne Hm Hegge, Carolien J Jansen, Evert Hoogendoorn, Sophia E de Rooij
BACKGROUND: Adequate delirium recognition and management are important to reduce the incidence and severity of delirium. To improve delirium recognition and management, training of medical staff and students is needed. OBJECTIVE: In this study, we aimed to gain insight into whether the serious game, Delirium Experience, is suited as an educational intervention. METHODS: We conducted a three-arm randomized controlled trial. We enrolled 156 students in the third year of their Bachelor of Medical Sciences degree at the University Medical Centre Groningen...
October 26, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/30362849/escaping-the-professional-silo-an-escape-room-implemented-in-an-interprofessional-education-curriculum
#17
Cheri Friedrich, Hilary Teaford, Ally Taubenheim, Patrick Boland, Brian Sick
Communication skills among healthcare professionals are a necessary component in ensuring quality outcomes for patients. This report describes the design and curricular implementation of an interprofessional escape room, an innovative way to promote communication and positive team dynamics among students. In this interactive, serious game, teams of approximately eight interprofessional participants were provided with a fictitious patient case in a simulated hospital environment. Within a 45-minute time limit, students needed to use objects in the room to solve a series of puzzles to successfully complete the room by addressing all the patient's needs...
October 26, 2018: Journal of Interprofessional Care
https://www.readbyqxmd.com/read/30356858/explicit-mental-health-messaging-promotes-serious-video-game-selection-in-youth-with-elevated-mental-health-symptoms
#18
Marlou Poppelaars, Aniek Wols, Anna Lichtwarck-Aschoff, Isabela Granic
Serious games aimed at promoting well-being in youth have promising effects and potential for far-reaching impact. Considering that most mental health disorders remain untreated in youth, therapeutic games may be most valuable when they are aimed at untreated youth with internalizing symptoms. However, when targeting youth outside of a clinical setting, the first impression of therapeutic video games may determine whether and how a game is played. Thus, understanding the influence of messaging used in the promotion of therapeutic games on game choice and experience is critical...
2018: Frontiers in Psychology
https://www.readbyqxmd.com/read/30334802/biomedical-serious-game-system-for-balance-rehabilitation-of-hemiparetic-stroke-patients
#19
F Noveletto, A V Soares, B A Mello, C N Sevegnani, F L F Eichinger, M Da S Hounsell, P Bertemes-Filho
Hemiparetic stroke patients can have several muscular and postural disorders which compromise their balance. Serious games (SG) emerged as a new approach to enhance conventional treatment by making it a motivating method to meet individual needs. This paper evaluated the therapeutic effects of a biomedical SG system developed for balance evaluation and training of hemiparetic stroke patients. The system consists of a balance board with inertial sensors and a computer system that runs the game. A novel scoring system for balance evaluation, which extracts metric information regarding patients' performance while gaming, was proposed...
November 2018: IEEE Transactions on Neural Systems and Rehabilitation Engineering
https://www.readbyqxmd.com/read/30328611/negative-pressure-wound-therapy-for-treating-foot-wounds-in-people-with-diabetes-mellitus
#20
REVIEW
Zhenmi Liu, Jo C Dumville, Robert J Hinchliffe, Nicky Cullum, Fran Game, Nikki Stubbs, Michael Sweeting, Frank Peinemann
BACKGROUND: Foot wounds in people with diabetes mellitus (DM) are a common and serious global health issue. People with DM are prone to developing foot ulcers and, if these do not heal, they may also undergo foot amputation surgery resulting in postoperative wounds. Negative pressure wound therapy (NPWT) is a technology that is currently used widely in wound care. NPWT involves the application of a wound dressing attached to a vacuum suction machine. A carefully controlled negative pressure (or vacuum) sucks wound and tissue fluid away from the treated area into a canister...
October 17, 2018: Cochrane Database of Systematic Reviews
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