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https://www.readbyqxmd.com/read/28270059/creating-state-of-the-art-next-generation-virtual-reality-exposure-therapies-for-anxiety-disorders-using-consumer-hardware-platforms-design-considerations-and-future-directions
#1
Philip Lindner, Alexander Miloff, William Hamilton, Lena Reuterskiöld, Gerhard Andersson, Mark B Powers, Per Carlbring
Decades of research and more than 20 randomized controlled trials show that Virtual Reality exposure therapy (VRET) is effective in reducing fear and anxiety. Unfortunately, few providers or patients have had access to the costly and technical equipment previously required. Recent technological advances in the form of consumer Virtual Reality (VR) systems (e.g. Oculus Rift and Samsung Gear), however, now make widespread use of VRET in clinical settings and as self-help applications possible. In this literature review, we detail the current state of VR technology and discuss important therapeutic considerations in designing self-help and clinician-led VRETs, such as platform choice, exposure progression design, inhibitory learning strategies, stimuli tailoring, gamification, virtual social learning and more...
March 8, 2017: Cognitive Behaviour Therapy
https://www.readbyqxmd.com/read/28269530/blood-hero-an-application-for-encouraging-the-blood-donation-by-applying-gamification
#2
Daniela C L Domingos, Luis F S G Lima, Thiago F Messias, Jose V L Feijo, Anthony A R Diniz, Heliana B Soares
There is a strong need for actions to supply the blood demand in the World. Based on this fact, it was designed an application, named `Blood Hero', by applying the `gamification' concept, which allows users to be rewarded by social acts related to the blood donation. It takes advantage of the application of mobile devices, implementing a specific social network, to attract and retain blood donators. This application makes possible an interaction between users and blood centers, and is being tested aiming at evaluating its acceptance and impact in bloodstocks...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28227785/blood-hero-an-application-for-encouraging-the-blood-donation-by-applying-gamification
#3
Daniela C L Domingos, Luis F S G Lima, Thiago F Messias, Jose V L Feijo, Anthony A R Diniz, Heliana B Soares, Daniela C L Domingos, Luis F S G Lima, Thiago F Messias, Jose V L Feijo, Anthony A R Diniz, Heliana B Soares, Heliana B Soares, Daniela C L Domingos, Thiago F Messias, Jose V L Feijo, Luis F S G Lima, Anthony A R Diniz
There is a strong need for actions to supply the blood demand in the World. Based on this fact, it was designed an application, named `Blood Hero', by applying the `gamification' concept, which allows users to be rewarded by social acts related to the blood donation. It takes advantage of the application of mobile devices, implementing a specific social network, to attract and retain blood donators. This application makes possible an interaction between users and blood centers, and is being tested aiming at evaluating its acceptance and impact in bloodstocks...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28224133/dataset-on-the-learning-performance-of-ecdl-digital-skills-of-undergraduate-students-for-comparing-educational-gaming-gamification-and-social-networking
#4
Luis de-Marcos, Eva García-López, Antonio García-Cabot
This paper reports data about the learning performance of students using four different motivational tools: an educational game, a gamified plugin, a social networking website and a gamified social networking website. It also reports a control group. The data pertain to 379 students of an undergraduate course that covers basic Information and Communication Technology (ICT) skills in Spain. Data corresponds to different learning modules of the European Computer Driving License (ECDL) initiative. The data include variables of four pre-test scores, four post-test scores and a final examination...
April 2017: Data in Brief
https://www.readbyqxmd.com/read/28143613/how-can-information-systems-provide-support-to-nurses-hand-hygiene-performance-using-gamification-and-indoor-location-to-improve-hand-hygiene-awareness-and-reduce-hospital-infections
#5
Rita Marques, João Gregório, Fernando Pinheiro, Pedro Póvoa, Miguel Mira da Silva, Luís Velez Lapão
BACKGROUND: Hospital-acquired infections are still amongst the major problems health systems are facing. Their occurrence can lead to higher morbidity and mortality rates, increased length of hospital stay, and higher costs for both hospital and patients. Performing hand hygiene is a simple and inexpensive prevention measure, but healthcare workers' compliance with it is often far from ideal. To raise awareness regarding hand hygiene compliance, individual behaviour change and performance optimization, we aimed to develop a gamification solution that collects data and provides real-time feedback accurately in a fun and engaging way...
January 31, 2017: BMC Medical Informatics and Decision Making
https://www.readbyqxmd.com/read/28106596/competences-in-social-media-use-in-the-area-of-health-and-healthcare
#6
Pirkko Kouri, Marja-Liisa Rissanen, Patrick Weber, Hyeoun-Ae Park
In today's life, social media offer new working ways. People are increasingly expanding interactions from face-to-face meetings to online ways of communication, networking, searching, creating and sharing information, and furthermore taking care of patients/citizens via tweeting care, Facebook care, blogging care, vlogging care, infotainment care, gamification-care, infographic care, for instance. This chapter discusses the utilisation of social media in the healthcare domain including nursing education, practice and research...
2017: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/28099478/small-is-big-interactive-trumps-passive-information-in-breaking-information-barriers-and-impacting-behavioral-antecedents
#7
Ariane L Beck, Kiran Lakkaraju, Varun Rai
The wealth of information available on seemingly every topic creates a considerable challenge both for information providers trying to rise above the noise and discerning individuals trying to find relevant, trustworthy information. We approach this information problem by investigating how passive versus interactive information interventions can impact the antecedents of behavior change using the context of solar energy adoption, where persistent information gaps are known to reduce market potential. We use two experiments to investigate the impact of both passive and interactive approaches to information delivery on the antecedents (attitudes, subjective norms, and perceived behavioral control in the Theory of Planned Behavior) of intentions and behavior, as well as their effect on intentions and behavior directly...
2017: PloS One
https://www.readbyqxmd.com/read/28031038/using-a-smartphone-app-to-reduce-cognitive-vulnerability-and-mild-depressive-symptoms-study-protocol-of-an-exploratory-randomized-controlled-trial
#8
Cezar Giosan, Cristina Mogoaşe, Oana Cobeanu, Aurora Szentágotai Tătar, Vlad Mureşan, Rareș Boian
BACKGROUND: Depression is a major challenge worldwide, with significant increasing personal, economic, and societal costs. Although empirically supported treatments have been developed, they are not always available for patients in routine clinical care. Therefore, we need effective and widely accessible strategies to prevent the onset of the very first depressive symptoms. Mental health apps could prove a valuable solution for this desideratum. Although preliminary research has indicated that such apps can be useful in treating depression, no study has attempted to test their utility in preventing depressive symptoms...
December 28, 2016: Trials
https://www.readbyqxmd.com/read/28029434/healthy-competition-a-qualitative-study-investigating-persuasive-technologies-and-the-gamification-of-cycling
#9
Paul Barratt
Changing socio-technical practices occurring within cycling are leading the pursuit, and its participants, to become ever more embedded into the networked digital world. GPS enabled mobile-technologies have introduced a new element of competition into recreational riding, whether on the road, competing over timed virtual segments, or online dissecting and comparing the data that has been logged and shared via dedicated ride-logging applications. In order to understand these technologies qualitative study using reflective diaries and semi-structured interviews has been conducted with experienced club cyclists who had fully experienced the effects of their arrival...
October 28, 2016: Health & Place
https://www.readbyqxmd.com/read/27992262/the-kit-motion-language-dataset
#10
Matthias Plappert, Christian Mandery, Tamim Asfour
Linking human motion and natural language is of great interest for the generation of semantic representations of human activities as well as for the generation of robot activities based on natural language input. However, although there have been years of research in this area, no standardized and openly available data set exists to support the development and evaluation of such systems. We, therefore, propose the Karlsruhe Institute of Technology (KIT) Motion-Language Dataset, which is large, open, and extensible...
December 2016: Big Data
https://www.readbyqxmd.com/read/27984481/gamification-in-physical-therapy-more-than-using-games
#11
Joep Janssen, Olaf Verschuren, Willem Jan Renger, Jose Ermers, Marjolijn Ketelaar, Raymond van Ee
The implementation of computer games in physical therapy is motivated by characteristics such as attractiveness, motivation, and engagement, but these do not guarantee the intended therapeutic effect of the interventions. Yet, these characteristics are important variables in physical therapy interventions because they involve reward-related dopaminergic systems in the brain that are known to facilitate learning through long-term potentiation of neural connections. In this perspective we propose a way to apply game design approaches to therapy development by "designing" therapy sessions in such a way as to trigger physical and cognitive behavioral patterns required for treatment and neurological recovery...
January 2017: Pediatric Physical Therapy
https://www.readbyqxmd.com/read/27978426/pnf-2-0-initial-evidence-that-gamification-can-increase-the-efficacy-of-brief-web-based-personalized-normative-feedback-alcohol-interventions
#12
Sarah C Boyle, Andrew M Earle, Joseph W LaBrie, Daniel J Smith
Gamified interventions exploit the motivational characteristics of a game in order to provide prevention information and promote behavior change. Despite the modest effect sizes observed in increasingly popular web-based personalized normative feedback (PNF) alcohol interventions for college students, previous research has yet to consider how gamification might be used to enhance efficacy. This study examines whether a novel, gamified PNF intervention format, which includes a point-based reward system, the element of chance, and personal icons to visually represent users, is more effective in reducing short-term alcohol use than the standard web-based style of PNF currently used on college campuses...
April 2017: Addictive Behaviors
https://www.readbyqxmd.com/read/27933006/system-to-detect-racial-based-bullying-through-gamification
#13
José A Álvarez-Bermejo, Luis J Belmonte-Ureña, Africa Martos-Martínez, Ana B Barragán-Martín, María Del Mar Simón-Marquez
Prevention and detection of bullying due to racial stigma was studied in school contexts using a system designed following "gamification" principles and integrating less usual elements, such as social interaction, augmented reality and cell phones in educational scenarios. "Grounded Theory" and "User Centered Design" were employed to explore coexistence inside and outside the classroom in terms of preferences and distrust in several areas of action and social frameworks of activity, and to direct the development of a cell phone app for early detection of school bullying scenarios...
2016: Frontiers in Psychology
https://www.readbyqxmd.com/read/27923780/attentional-bias-modification-with-serious-game-elements-evaluating-the-shots-game
#14
Wouter J Boendermaker, Soraya Sanchez Maceiras, Marilisa Boffo, Reinout W Wiers
BACKGROUND: Young adults often experiment with heavy use of alcohol, which poses severe health risks and increases the chance of developing addiction problems. In clinical patients, cognitive retraining of automatic appetitive processes, such as selective attention toward alcohol (known as "cognitive bias modification of attention," or CBM-A), has been shown to be a promising add-on to treatment, helping to prevent relapse. OBJECTIVE: To prevent escalation of regular use into problematic use in youth, motivation appears to play a pivotal role...
December 6, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27905826/gamification-in-healthcare-perspectives-of-mental-health-service-users-and-health-professionals
#15
Hanna Hopia, Katja Raitio
The purpose of this descriptive qualitative study is to explore the perceptions and experiences that mental health service users (n = 10) and healthcare professionals (n = 32) have regarding the use of gamification in mental health care. Data was gathered by interviews. The mental health service users described promoting and retarding factors in the use of gamification, while professionals described the requirements for using gamification and changes occurring in the work culture. Additional research is needed on how game-playing elements could be integrated as a systematic part of mental health practice and how the digital skills of professionals could be effectively developed...
December 2016: Issues in Mental Health Nursing
https://www.readbyqxmd.com/read/27806555/gamification-to-engage-clinicians-in-registering-data-a-randomized-trial
#16
Sara Renee Charlotte Driessen, Pascal Haazebroek, Wikanand Basropansingh, Erik W Van Zwet, Frank Willem Jansen
OBJECTIVE: To determine the effect of additional gamification elements in a web-based registry system in terms of engagement and involvement to register outcome data, and to determine if gamification elements have any effect on clinical outcomes. METHODS: Randomized controlled trial for gynecologists to register their performed laparoscopic hysterectomies (LH) in an online application. Gynecologists were randomized for two types of registries. Both groups received access to the online application; after registering a procedure, direct individual feedback on surgical outcomes was provided by showing three proficiency graphs...
August 26, 2016: Global Journal of Health Science
https://www.readbyqxmd.com/read/27777216/game-on-smoking-cessation-through-the-gamification-of-mhealth-a-longitudinal-qualitative-study
#17
Abdulrahman Abdulla El-Hilly, Sheeraz Syed Iqbal, Maroof Ahmed, Yusuf Sherwani, Mohammed Muntasir, Sarim Siddiqui, Zaid Al-Fagih, Omar Usmani, Andreas B Eisingerich
BACKGROUND: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning how to use gamification to modify health behavior. OBJECTIVE: The objective of this study is to investigate how the gamification of mHealth interventions leads to a change in health behavior, specifically with respect to smoking cessation...
October 24, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27707829/gamification-for-health-promotion-systematic-review-of-behaviour-change-techniques-in-smartphone-apps
#18
E A Edwards, J Lumsden, C Rivas, L Steed, L A Edwards, A Thiyagarajan, R Sohanpal, H Caton, C J Griffiths, M R Munafò, S Taylor, R T Walton
OBJECTIVE: Smartphone games that aim to alter health behaviours are common, but there is uncertainty about how to achieve this. We systematically reviewed health apps containing gaming elements analysing their embedded behaviour change techniques. METHODS: Two trained researchers independently coded apps for behaviour change techniques using a standard taxonomy. We explored associations with user ratings and price. DATA SOURCES: We screened the National Health Service (NHS) Health Apps Library and all top-rated medical, health and wellness and health and fitness apps (defined by Apple and Google Play stores based on revenue and downloads)...
October 4, 2016: BMJ Open
https://www.readbyqxmd.com/read/27666148/using-gamification-to-develop-academic-writing-skills-in-dental-undergraduate-students
#19
Maha El Tantawi, Shazia Sadaf, Jehan AlHumaid
OBJECTIVES: To assess the satisfaction of first-year dental students with gamification and its effect on perceived and actual improvement of academic writing. METHODS: Two first-year classes of dental undergraduate students were recruited for the study which extended over 4 months and ended in January 2015. A pre-intervention assessment of students' academic writing skills was performed using criteria to evaluate writing. The same criteria were used to evaluate the final writing assignment after the intervention...
September 26, 2016: European Journal of Dental Education: Official Journal of the Association for Dental Education in Europe
https://www.readbyqxmd.com/read/27612632/gamifying-self-management-of-chronic-illnesses-a-mixed-methods-study
#20
Alaa AlMarshedi, Gary Wills, Ashok Ranchhod
BACKGROUND: Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is perceived by many that gamification can improve the self-management experience of people with chronic illnesses. This paper discusses the validation of a framework (called The Wheel of Sukr) that was introduced to achieve this goal. OBJECTIVE: This research aims to (1) discuss a gamification framework targeting the self-management of chronic illnesses and (2) validate the framework by diabetic patients, medical professionals, and game experts...
September 9, 2016: JMIR Serious Games
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