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https://www.readbyqxmd.com/read/28453514/gut-check-the-evolution-of-an-educational-board-game
#1
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
#2
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
#3
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
#4
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
#5
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
https://www.readbyqxmd.com/read/28362821/does-gamification-increase-engagement-with-online-programs-a-systematic-review
#6
Jemma Looyestyn, Jocelyn Kernot, Kobie Boshoff, Jillian Ryan, Sarah Edney, Carol Maher
BACKGROUND: Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers to increase engagement through the inclusion of game-like features like points and badges, in non-game contexts. This review will answer the following question, 'Are gamification strategies effective in increasing engagement in online programs?' METHOD: Eight databases (Web of Science, PsycINFO, Medline, INSPEC, ERIC, Cochrane Library, Business Source Complete and ACM Digital Library) were searched from 2010 to the 28th of October 2015 using a comprehensive search strategy...
2017: PloS One
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
#7
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
#8
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
#9
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
#10
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
#11
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
#12
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
#13
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
#14
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
#15
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
#16
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
#17
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
#18
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
#19
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
#20
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
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