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https://www.readbyqxmd.com/read/29138050/a-systematic-review-on-the-effect-of-serious-games-and-wearable-technology-used-in-rehabilitation-of-patients-with-traumatic-bone-and-soft-tissue-injuries
#1
REVIEW
Henriëtte A W Meijer, Maurits Graafland, J Carel Goslings, Marlies P Schijven
OBJECTIVE: To determine the effects on functional outcomes and treatment adherence of wearable technology and serious games (i.e., interactive computer applications with specific purposes useful in the 'real world') currently applied in physical rehabilitation of patients after traumatic bone and soft tissue injuries. DATA SOURCES: PubMed, Embase, the Cochrane Library and CINAHL were searched without publication date restrictions for the terms 'wearable', 'serious game', 'videogame' or 'mobile application', and 'rehabilitation', 'exercise therapy' or 'physiotherapy'...
November 11, 2017: Archives of Physical Medicine and Rehabilitation
https://www.readbyqxmd.com/read/29112939/serious-games-for-arm-rehabilitation-of-persons-with-multiple-sclerosis-a-randomized-controlled-pilot-study
#2
Johanna Jonsdottir, Rita Bertoni, Michael Lawo, Angelo Montesano, Thomas Bowman, Silvia Gabrielli
OBJECTIVES: The feasibility and preliminary evidence for efficacy of a serious games platform compared to exergame using the Wii for arm rehabilitation in persons with multiple sclerosis (MS) was investigated. METHODS: A pilot single-blind randomized (2:1) controlled in clinic trial was carried out. Sixteen persons with MS participated (age years 56.8 (SD 12.3), MS-onset years 19.4 (SD 12.3), EDSS 6.5). Ten participants used a serious games platform (Rehab@Home) while 6 participants played with the commercial Wii platform, for four weeks (40min, 12 sessions/4 weeks)...
October 28, 2017: Multiple Sclerosis and related Disorders
https://www.readbyqxmd.com/read/29095901/structural-connectivity-at-a-national-scale-wildlife-corridors-in-tanzania
#3
Jason Riggio, Tim Caro
Wildlife corridors can help maintain landscape connectivity but novel methods must be developed to assess regional structural connectivity quickly and cheaply so as to determine where expensive and time-consuming surveys of functional connectivity should occur. We use least-cost methods, the most accurate and up-to-date land conversion dataset for East Africa, and interview data on wildlife corridors, to develop a single, consistent methodology to systematically assess wildlife corridors at a national scale using Tanzania as a case study...
2017: PloS One
https://www.readbyqxmd.com/read/29093045/children-s-privacy-in-the-big-data-era-research-opportunities
#4
REVIEW
Kathryn C Montgomery, Jeff Chester, Tijana Milosevic
This article focuses on the privacy implications of advertising on social media, mobile apps, and games directed at children. Academic research on children's privacy has primarily focused on the safety risks involved in sharing personal information on the Internet, leaving market forces (such as commercial data collection) as a less discussed aspect of children's privacy. Yet, children's privacy in the digital era cannot be fully understood without examining marketing practices, especially in the context of "big data...
November 2017: Pediatrics
https://www.readbyqxmd.com/read/29081638/evaluating-the-usability-of-authoring-environments-for-serious-games
#5
Aad Slootmaker, Hans Hummel, Rob Koper
Background. The EMERGO method and online platform enable the development and delivery of scenario-based serious games that foster students to acquire professional competence. One of the main goals of the platform is to provide a user-friendly authoring environment for creating virtual environments where students can perform authentic tasks. Aim. We present the findings of an in-depth qualitative case study of the platform's authoring environment and compare our findings on usability with those found for comparable environments in literature...
August 2017: Simulation & Gaming
https://www.readbyqxmd.com/read/29064867/why-professional-football-players-chose-not-to-reveal-their-concussion-symptoms-during-a-practice-or-game
#6
Jeffrey Scott Delaney, Jeffrey G Caron, José A Correa, Gordon A Bloom
OBJECTIVE: To determine why professional football players in Canada decided not to seek medical attention during a game or practice when they believed they had suffered a concussion. DESIGN: Retrospective survey. SETTING: Preseason Canadian Football League training camps. PARTICIPANTS: Four hundred fifty-four male professional football players. MAIN OUTCOME MEASURES: Reasons athletes did not seek medical attention for a presumed concussion during the previous season, how often this occurred and how important these reasons were in the decision process...
October 20, 2017: Clinical Journal of Sport Medicine: Official Journal of the Canadian Academy of Sport Medicine
https://www.readbyqxmd.com/read/29060727/-you-sound-ill-take-the-day-off-automatic-recognition-of-speech-affected-by-upper-respiratory-tract-infection
#7
Nicholas Cummins, Maximilian Schmitt, Shahin Amiriparian, Jarek Krajewski, Bjorn Schuller
A combination of passive, non-invasive and nonintrusive smart monitoring technologies is currently transforming healthcare. These technologies will soon be able to provide immediate health related feedback for a range of illnesses and conditions. Such tools would be game changing for serious public health concerns, such as seasonal cold and flu, for which early diagnosis and social isolation play a key role in reducing the spread. In this regard, this paper explores, for the first times, the automated classification of individuals with Upper Respiratory Tract Infections (URTI) using recorded speech samples...
July 2017: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/29046768/smartphones-and-e-tablets-in-perioperative-medicine
#8
REVIEW
Frederic Michard
Smartphones and electronic tablets (e-tablets) have become ubiquitous devices. Their ease of use, smartness, accessibility, mobility and connectivity create unique opportunities to improve quality of surgical care from prehabilitation to rehabilitation. Before surgery, digital applications (Apps), serious games and text messaging may help for a better control of risk factors (hypertension, overweight), for smoking cessation, and for optimizing adherence to preoperative recommendations (e.g., regarding anticoagulation or antihypertensive treatments)...
October 2017: Korean Journal of Anesthesiology
https://www.readbyqxmd.com/read/29042033/serious-game-training-improves-performance-in-combat-life-saving-interventions
#9
Jerome Planchon, Anthony Vacher, Jeremy Comblet, Eric Rabatel, Françoise Darses, Alexandre Mignon, Pierre Pasquier
AIM: In modern warfare, almost 25% of combat-related deaths are considered preventable if life-saving interventions are performed. Therefore, Tactical Combat Casualty Care (TCCC) training for soldiers is a major challenge. In 2014, the French Military Medical Service supported the development of 3D-SC1(®), a serious game designed for the French TCCC program, entitled Sauvetage au Combat de niveau 1 (SC1). Our study aimed to evaluate the impact on performance of additional training with 3D-SC1(®)...
October 12, 2017: Injury
https://www.readbyqxmd.com/read/29040660/potential-of-three-trap-crops-in-managing-nezara-viridula-hemiptera-pentatomidae-on-tomatoes-in-florida
#10
T L Gordon, M Haseeb, L H B Kanga, J C Legaspi
The southern green stink bug, Nezara viridula (L.) (Hemiptera: Pentatomidae), is a serious insect pest of tomatoes in Florida. In this study, we examined the use of three species of trap crops to manage N. viridula in North Florida tomato crops in 2014 and 2015. We used striped sunflower (Helianthus annuus) (Asterales: Asteraceae) and wild game feed sorghum (Sorghum bicolor) (Poales: Poaceae) in both years, but different species of millet each year: browntop millet (Panicum ramosum) (Poales: Poaceae) in 2014 and pearl millet (Pennisetum glaucum) (Poales: Poaceae) in 2015...
October 11, 2017: Journal of Economic Entomology
https://www.readbyqxmd.com/read/29035640/patients-acceptance-of-the-use-of-serious-games-in-physical-rehabilitation-in-morocco
#11
Bruno Bonnechère, Mélissa Van Vooren, Bart Jansen, Jan S Van Sint, Mohamed Rahmoun, Maryam Fourtassi
OBJECTIVE: The aim of this study was to determine whether serious games especially customized for physical rehabilitation could be used in daily clinics with patients who are not familiar with informatics and/or new technologies and whether such a clinical approach would be culturally acceptable within a North African population to plan further clinical distribution if the hypothesis appears to be positive. MATERIALS AND METHODS: Twenty-one patients participated in this study...
October 2017: Games for Health
https://www.readbyqxmd.com/read/28986963/development-and-evaluation-of-pure-rush-an-online-serious-game-for-drug-education
#12
Lexine A Stapinski, Bill Reda, Nicola C Newton, Siobhan Lawler, Daniel Rodriguez, Catherine Chapman, Maree Teesson
INTRODUCTION AND AIMS: Learning is most effective when it is active, enjoyable and incorporates feedback. Past research demonstrates that serious games are prime candidates to utilise these principles, however the potential benefits of this approach for delivering drug education are yet to be examined in Australia, a country where drug education in schools is mandatory. DESIGN AND METHODS: The serious game 'Pure Rush' was developed across three stages. First, formative consultation was conducted with 115 students (67% male, aged 15-17 years), followed by feasibility and acceptability testing of a prototype of the game (n = 25, 68% male)...
October 6, 2017: Drug and Alcohol Review
https://www.readbyqxmd.com/read/28958082/pushing-the-boundaries-a-physical-activity-intervention-extends-sensor-assessed-life-space-in-nursing-home-residents
#13
Carl-Philipp Jansen, Mona Diegelmann, Oliver K Schilling, Christian Werner, Eva-Luisa Schnabel, Hans-Werner Wahl, Klaus Hauer
Background and Objectives: To determine whether a multicomponent, individually tailored intervention to promote physical activity (PA) enhances life-space (LS) utilization in nursing home (NH) residents and whether intervention effects can be sustained at follow-up after continuation of the program as part of institutional daily routines. Research Design and Methods: Pre-post-assessed controlled trial in two highly similar NHs with a 3month follow-up in 143 NH residents (intervention group: n = 78; control group: n = 65) and LS as primary outcome...
September 15, 2017: Gerontologist
https://www.readbyqxmd.com/read/28956617/the-use-of-user-centered-participatory-design-in-serious-games-for-anxiety-and-depression
#14
Maria R Dekker, Alishia D Williams
There is increasing interest in using serious games to deliver or complement healthcare interventions for mental health, particularly for the most common mental health conditions such as anxiety and depression. Initial results seem promising, yet variations exist in the effectiveness of serious games, highlighting the importance of understanding optimal design features. It has been suggested that the involvement of end-users in the design and decision-making process could influence game effectiveness. In user-centered design (UCD) or participatory design (PD), users are involved in stages of the process, including planning, designing, implementing, and testing the serious game...
September 28, 2017: Games for Health
https://www.readbyqxmd.com/read/28954791/mii-vitalise-a-pilot-randomised-controlled-trial-of-a-home-gaming-system-nintendo-wii-to-increase-activity-levels-vitality-and-well-being-in-people-with-multiple-sclerosis
#15
Sarah Thomas, Louise Fazakarley, Peter W Thomas, Sarah Collyer, Sarah Brenton, Steve Perring, Rebecca Scott, Fern Thomas, Charlotte Thomas, Kelly Jones, Jo Hickson, Charles Hillier
OBJECTIVES: While the health and well-being benefits of physical activity are recognised, people with multiple sclerosis (MS) often face greater barriers than the general population. The Nintendo Wii potentially offers a fun, convenient way of overcoming some of these. The aim was to test the feasibility of conducting a definitive trial of the effectiveness and cost-effectiveness of Mii-vitaliSe; a home-based, physiotherapist-supported Nintendo Wii intervention. DESIGN: A single-centre wait-list randomised controlled study...
September 27, 2017: BMJ Open
https://www.readbyqxmd.com/read/28953802/playing-with-video-games-going-to-a-new-addiction
#16
Maurilio Giuseppe Maria Tavormina, Romina Tavormina
The frequent and protracted use of video games with serious personal, family and social consequences is no longer just a pleasant pastime and could lead to mental and physical health problems. Although there is no official recognition of video game addiction on the Internet as a mild mental health disorder, further scientific research is needed.
September 2017: Psychiatria Danubina
https://www.readbyqxmd.com/read/28946996/motion-rehab-ave-3d-a-vr-based-exergame-for-post-stroke-rehabilitation
#17
Mateus Trombetta, Patrícia Paula Bazzanello Henrique, Manoela Rogofski Brum, Eliane Lucia Colussi, Ana Carolina Bertoletti De Marchi, Rafael Rieder
BACKGROUND AND OBJECTIVE: Recent researches about games for post-stroke rehabilitation have been increasing, focusing in upper limb, lower limb and balance situations, and showing good experiences and results. With this in mind, this paper presents Motion Rehab AVE 3D, a serious game for post-stroke rehabilitation of patients with mild stroke. The aim is offer a new technology in order to assist the traditional therapy and motivate the patient to execute his/her rehabilitation program, under health professional supervision...
November 2017: Computer Methods and Programs in Biomedicine
https://www.readbyqxmd.com/read/28938229/prevalence-and-correlates-of-comorbid-depression-in-a-nonclinical-online-sample-with-dsm-5-internet-gaming-disorder
#18
Hee Ryung Wang, Hyun Cho, Dai-Jin Kim
BACKGROUND: We investigated the prevalence and correlates of comorbid depression among patients with internet gaming disorder using the Internet Gaming Disorder scale (IGD-9) and the Patient Health Questionnaire-9 (PHQ-9) among nonclinical online survey respondents. METHODS: Korean adolescents and adults from 14 to 39 years of age were selected. We compared internet gaming use patterns and sociodemographic and clinical variables between patients with internet gaming disorder who had depression and those without depression...
August 10, 2017: Journal of Affective Disorders
https://www.readbyqxmd.com/read/28928701/teaching-literacy-skills-to-french-minimally-verbal-school-aged-children-with-autism-spectrum-disorders-with-the-serious-game-sema-tic-an-exploratory-study
#19
Sylvie Serret, Stéphanie Hun, Susanne Thümmler, Prescillia Pierron, Andreia Santos, Jérémy Bourgeois, Florence Askenazy
Learning to read is very challenging for children with Autism Spectrum Disorders (ASD), but also very important, as it can give them access to new knowledge. This is even more challenging in minimally verbal children, who do not have the verbal abilities to learn through usual methods. To address the learning of literacy skills in French minimally verbal school-aged children with ASD, we designed the serious game SEMA-TIC, which relies on non-verbal cognitive skills and uses specific learning strategies adapted to the features of autistic individuals...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28926286/training-behavioral-control-in-adolescents-using-a-serious-game
#20
Wouter J Boendermaker, Remco C Veltkamp, Margot Peeters
OBJECTIVE: Risk taking, such as heavy alcohol use, is commonplace among adolescents. Nevertheless, prolonged alcohol use at this age can lead to severe health problems. The goal of this study was to develop and evaluate a serious game training ("The Fling"), aimed at increasing behavioral control in adolescents and thereby helping them to improve control over their alcohol use. The game training was compared to a game placebo and a nongame training version in a randomized controlled trial...
September 19, 2017: Games for Health
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