keyword
MENU ▼
Read by QxMD icon Read
search

Gamification

keyword
https://www.readbyqxmd.com/read/28716771/an-intervention-using-gamification-to-increase-human-immunodeficiency-virus-and-sexually-transmitted-infection-screening-among-young-men-who-have-sex-with-men-in-california-rationale-and-design-of-stick-to-it
#1
Christopher M Mejia, Daniel Acland, Raluca Buzdugan, Reva Grimball, Lauren Natoli, Mark R McGrath, Jeffrey D Klausner, Sandra I McCoy
BACKGROUND: In the United States, young men who have sex with men (YMSM) remain disproportionately affected by human immunodeficiency virus (HIV) and other sexually transmitted infections (STIs). Although routine HIV/STI screening is pivotal to the timely diagnosis of HIV and STIs, initiation of appropriate treatment, and reduced onward disease transmission, repeat screening is underused. Novel interventions that incorporate elements of games, an approach known as gamification, have the potential to increase routinization of HIV/STI screening among YMSM...
July 17, 2017: JMIR Research Protocols
https://www.readbyqxmd.com/read/28692490/the-future-of-digital-games-for-hiv-prevention-and-care
#2
Lisa B Hightow-Weidman, Kathryn E Muessig, José A Bauermeister, Sara LeGrand, Lynn E Fiellin
PURPOSE OF REVIEW: Although there has been a significant increase in mHealth interventions addressing the HIV prevention and care continuum, interventions using game mechanics have been less explored. Digital games are rapidly becoming an important tool for improving health behaviors and supporting the delivery of care and education. The purpose of this review is to provide a historical context for the use of gamification and videogames (including those using virtual reality) used in technology-based HIV interventions and to review new research in the field...
July 7, 2017: Current Opinion in HIV and AIDS
https://www.readbyqxmd.com/read/28691854/impact-of-gamification-of-vision-tests-on-the-user-experience
#3
Lakshmi Bodduluri, Mei Ying Boon, Malcolm Ryan, Stephen J Dain
OBJECTIVE: Gamification has been incorporated into vision tests and vision therapies in the expectation that it may increase the user experience and engagement with the task. The current study aimed to understand how gamification affects the user experience, specifically during the undertaking of psychophysical tasks designed to estimate vision thresholds (chromatic and achromatic contrast sensitivity). METHODS: Three tablet computer-based games were developed with three levels of gaming elements...
July 10, 2017: Games for Health
https://www.readbyqxmd.com/read/28674661/design-process-and-preliminary-psychometric-study-of-a-video-game-to-detect-cognitive-impairment-in-senior-adults
#4
Sonia Valladares-Rodriguez, Roberto Perez-Rodriguez, David Facal, Manuel J Fernandez-Iglesias, Luis Anido-Rifon, Marcos Mouriño-Garcia
INTRODUCTION: Assessment of episodic memory has been traditionally used to evaluate potential cognitive impairments in senior adults. Typically, episodic memory evaluation is based on personal interviews and pen-and-paper tests. This article presents the design, development and a preliminary validation of a novel digital game to assess episodic memory intended to overcome the limitations of traditional methods, such as the cost of its administration, its intrusive character, the lack of early detection capabilities, the lack of ecological validity, the learning effect and the existence of confounding factors...
2017: PeerJ
https://www.readbyqxmd.com/read/28592397/gamification-in-stress-management-apps-a-critical-app-review
#5
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/28545826/gamified-twitter-microblogging-to-support-resident-preparation-for-the-american-board-of-surgery-in-service-training-examination
#6
Laura C Lamb, Monica M DiFiori, Vijay Jayaraman, Brian D Shames, James M Feeney
OBJECTIVE: We sought to determine if a daily gamified microblogging project improves American Board of Surgery In-Service Training Examination (ABSITE) scores for participants. DESIGN: In July 2016, we instituted a gamified microblogging project using Twitter as the platform and modified questions from one of several available question banks. A question of the day was posted at 7-o׳clock each morning, Monday through Friday. Respondents were awarded points for speed, accuracy, and contribution to discussion topics...
May 22, 2017: Journal of Surgical Education
https://www.readbyqxmd.com/read/28536062/a-systematic-review-of-gamification-in-e-health
#7
REVIEW
Lamyae Sardi, Ali Idri, José Luis Fernández-Alemán
Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits. While many fields such as Business, Marketing and e-Learning have taken advantage of the potential of gamification, the digital healthcare domain has also started to exploit this emerging trend. This paper aims to summarize the current knowledge regarding gamified e-Health applications...
July 2017: Journal of Biomedical Informatics
https://www.readbyqxmd.com/read/28523603/engagement-compliance-and-retention-with-a-gamified-online-social-networking-physical-activity-intervention
#8
Jillian Ryan, Sarah Edney, Carol Maher
Health behaviour interventions delivered via online social networks are an increasingly popular approach to addressing lifestyle-related health problems. However, research to date consistently reports poor user engagement and retention. The current study examined user engagement, compliance and retention with Active Team-a gamified physical activity intervention delivered by via an online Facebook application. Associations between engagement and participant (n = 51) demographic and team characteristics (sex, age, education and team size) were examined, as well as temporal trends in engagement during the 50-day intervention...
May 18, 2017: Translational Behavioral Medicine
https://www.readbyqxmd.com/read/28516139/dataset-of-two-experiments-of-the-application-of-gamified-peer-assessment-model-into-online-learning-environment-meututor
#9
Thyago Tenório, Ig Ibert Bittencourt, Seiji Isotani, Alan Pedro, Patrícia Ospina, Daniel Tenório
In this dataset, we present the collected data of two experiments with the application of the gamified peer assessment model into online learning environment MeuTutor to allow the comparison of the obtained results with others proposed models. MeuTutor is an intelligent tutoring system aims to monitor the learning of the students in a personalized way, ensuring quality education and improving the performance of its members (Tenório et al., 2016) [1]. The first experiment evaluated the effectiveness of the peer assessment model through metrics as final grade (result), time to correct the activities and associated costs...
June 2017: Data in Brief
https://www.readbyqxmd.com/read/28508784/vr-medical-gamification-for-training-and-education
#10
Stelian Nicola, Ioan Virag, Lăcrămioara Stoicu-Tivadar
The new virtual reality based medical applications is providing a better understanding of healthcare related subjects for both medical students and physicians. The work presented in this paper underlines gamification as a concept and uses VR as a new modality to study the human skeleton. The team proposes a mobile Android platform application based on Unity 5.4 editor and Google VR SDK. The results confirmed that the approach provides a more intuitive user experience during the learning process, concluding that the gamification of classical medical software provides an increased interactivity level for medical students during the study of the human skeleton...
2017: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/28503155/djinni-a-novel-technology-supported-exposure-therapy-paradigm-for-sad-combining-virtual-reality-and-augmented-reality
#11
Maher Ben-Moussa, Marius Rubo, Coralie Debracque, Wolf-Gero Lange
The present paper explores the benefits and the capabilities of various emerging state-of-the-art interactive 3D and Internet of Things technologies and investigates how these technologies can be exploited to develop a more effective technology supported exposure therapy solution for social anxiety disorder. "DJINNI" is a conceptual design of an in vivo augmented reality (AR) exposure therapy mobile support system that exploits several capturing technologies and integrates the patient's state and situation by vision-based, audio-based, and physiology-based analysis as well as by indoor/outdoor localization techniques...
2017: Frontiers in Psychiatry
https://www.readbyqxmd.com/read/28500018/guidelines-for-the-gamification-of-self-management-of-chronic-illnesses-multimethod-study
#12
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
#13
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/28482161/gamification-and-microlearning-for-engagement-with-quality-improvement-gameqi-a-bundled-digital-intervention-for-the-prevention-of-central-line-associated-bloodstream-infection
#14
Benjamin Orwoll, Shelley Diane, Duncan Henry, Lisa Tsang, Kristin Chu, Carrie Meer, Kevin Hartman, Arup Roy-Burman
Central line-associated bloodstream infections (CLABSIs) cause major patient harm, preventable through attention to line care best practice standards. The objective was to determine if a digital self-assessment application (CLABSI App), bundling line care best practices with social gamification and in-context microlearning, could engage nurses in CLABSI prevention. Nurses caring for children with indwelling central venous catheters in 3 high-risk units were eligible to participate. All other units served as controls...
May 1, 2017: American Journal of Medical Quality: the Official Journal of the American College of Medical Quality
https://www.readbyqxmd.com/read/28472823/what-are-the-prospects-for-citizen-science-in-agriculture-evidence-from-three-continents-on-motivation-and-mobile-telephone-use-of-resource-poor-farmers
#15
Eskender Beza, Jonathan Steinke, Jacob van Etten, Pytrik Reidsma, Carlo Fadda, Sarika Mittra, Prem Mathur, Lammert Kooistra
As the sustainability of agricultural citizen science projects depends on volunteer farmers who contribute their time, energy and skills, understanding their motivation is important to attract and retain participants in citizen science projects. The objectives of this study were to assess 1) farmers' motivations to participate as citizen scientists and 2) farmers' mobile telephone usage. Building on motivational factors identified from previous citizen science studies, a questionnaire based methodology was developed which allowed the analysis of motivational factors and their relation to farmers' characteristics...
2017: PloS One
https://www.readbyqxmd.com/read/28453514/gut-check-the-evolution-of-an-educational-board-game
#16
David A Coil, Cassandra L Ettinger, Jonathan A Eisen
The "gamification" of science has gained a lot of traction in recent years, and games that convey scientific concepts or themes are increasingly popular. While a number of existing games touch on microbiology, very few consider the beneficial (as opposed to the detrimental) aspects of microbes. We designed a board game called "Gut Check: The Microbiome Game" to fill this gap. The game is meant to be both educational as well as challenging and fun. Here we discuss the development of the game, some of the logistics of game development in this context, and offer suggestions for others thinking of similar projects...
April 2017: PLoS Biology
https://www.readbyqxmd.com/read/28428158/mobile-application-to-promote-adherence-to-oral-chemotherapy-and-symptom-management-a-protocol-for-design-and-development
#17
Joel Nathan Fishbein, Lauren Ellen Nisotel, James John MacDonald, Nicole Amoyal Pensak, Jamie Michele Jacobs, Clare Flanagan, Kamal Jethwani, Joseph Andrew Greer
BACKGROUND: Oral chemotherapy is increasingly used in place of traditional intravenous chemotherapy to treat patients with cancer. While oral chemotherapy includes benefits such as ease of administration, convenience, and minimization of invasive infusions, patients receive less oversight, support, and symptom monitoring from clinicians. Additionally, adherence is a well-documented challenge for patients with cancer prescribed oral chemotherapy regimens. With the ever-growing presence of smartphones and potential for efficacious behavioral intervention technology, we created a mobile health intervention for medication and symptom management...
April 20, 2017: JMIR Research Protocols
https://www.readbyqxmd.com/read/28425904/-testing-is-healthy-timeplay-campaign-evaluation-of-sexual-health-promotion-gamification-intervention-targeting-young-adults
#18
Qinya Zhang, Kim J Huhn, Andy Tan, Rachel E Douglas, Helen Guiyun Li, Michelle Murti, Victoria Lee
OBJECTIVES: The objectives of the study were to 1) describe the implementation of the "Testing is Healthy" campaign in four locations in British Columbia (BC) and 2) report process evaluation indicators for the campaign. PARTICIPANTS: Young adults ages 20-29 years, the age group with the highest reported rates of chlamydia and gonorrhea in BC. SETTINGS: Movie theatres located in Langley, Burnaby, Coquitlam and Surrey, which are communities served by the Fraser Health Authority (FHA) in BC...
April 20, 2017: Canadian Journal of Public Health. Revue Canadienne de Santé Publique
https://www.readbyqxmd.com/read/28414042/promising-technological-innovations-in-cognitive-training-to-treat-eating-related-behavior
#19
Evan M Forman, Stephanie P Goldstein, Daniel Flack, Brittney C Evans, Stephanie M Manasse, Cara Dochat
One potential reason for the suboptimal outcomes of treatments targeting appetitive behavior, such as eating and alcohol consumption, is that they do not target the implicit cognitive processes that may be driving these behaviors. Two groups of related neurocognitive processes that are robustly associated with dysregulated eating and drinking are attention bias (AB; selective attention to specific stimuli) and executive function (EF; a set of cognitive control processes such as inhibitory control, working memory, set shifting, that govern goal-directed behaviors)...
April 14, 2017: Appetite
https://www.readbyqxmd.com/read/28411334/normative-values-for-a-tablet-computer-based-application-to-assess-chromatic-contrast-sensitivity
#20
Lakshmi Bodduluri, Mei Ying Boon, Malcolm Ryan, Stephen J Dain
Tablet computer displays are amenable for the development of vision tests in a portable form. Assessing color vision using an easily accessible and portable test may help in the self-monitoring of vision-related changes in ocular/systemic conditions and assist in the early detection of disease processes. Tablet computer-based games were developed with different levels of gamification as a more portable option to assess chromatic contrast sensitivity. Game 1 was designed as a clinical version with no gaming elements...
April 14, 2017: Behavior Research Methods
keyword
keyword
19208
1
2
Fetch more papers »
Fetching more papers... Fetching...
Read by QxMD. Sign in or create an account to discover new knowledge that matter to you.
Remove bar
Read by QxMD icon Read
×

Search Tips

Use Boolean operators: AND/OR

diabetic AND foot
diabetes OR diabetic

Exclude a word using the 'minus' sign

Virchow -triad

Use Parentheses

water AND (cup OR glass)

Add an asterisk (*) at end of a word to include word stems

Neuro* will search for Neurology, Neuroscientist, Neurological, and so on

Use quotes to search for an exact phrase

"primary prevention of cancer"
(heart or cardiac or cardio*) AND arrest -"American Heart Association"