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https://www.readbyqxmd.com/read/28231024/incorporating-behavioral-techniques-into-a-serious-videogame-for-children
#1
Debbe Thompson
INTRODUCTION: Little is known about how to design serious videogames for children. The purpose of this article is to describe how behavior change techniques promoting self-regulation were incorporated into a serious videogame to help children consume more fruits and vegetables (FVs) and the extent to which these techniques were used by players. A secondary goal is to contribute to the body of scientific knowledge regarding how to design effective serious videogames for children. MATERIALS AND METHODS: This research examines the game play data from an effective 10-episode online serious videogame promoting FV consumption to preadolescent children in the United States (roughly 9-11-year-olds)...
February 23, 2017: Games for Health
https://www.readbyqxmd.com/read/28227840/virtual-reality-for-pediatric-neuro-rehabilitation-adaptive-visual-feedback-of-movement-to-engage-the-mirror-neuron-system
#2
Roopeswar Kommalapati, Konstantinos P Michmizos, Roopeswar Kommalapati, Konstantinos P Michmizos, Roopeswar Kommalapati, Konstantinos P Michmizos
Sensorimotor therapy gives optimal results when patients are cognitively engaged into highly repetitive tasks, a goal that most children find hard to pursue. This paper presents the key developments of our ongoing effort to design an interactive rehabilitation environment that motivates physically impaired children throughout their therapy. The continuous motivation is achieved by the system adapting fundamental therapeutic components to the performance of each child. The relevant movement is mirrored to an animated character projected in front of the child...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28226907/exploring-various-orientation-measurement-approaches-applied-to-a-serious-game-system-for-functional-rehabilitation
#3
Halim Tannous, Dan Istrate, Aziz Benlarbi-Delai, Julien Sarrazin, Mohamad Idriss, Marie-Christine Ho Ba Tho, Tien Tuan Dao, Halim Tannous, Dan Istrate, Aziz Benlarbi-Delai, Julien Sarrazin, Mohamad Idriss, Marie-Christine Ho Ba Tho, Tien Tuan Dao, Tien Tuan Dao, Halim Tannous, Julien Sarrazin, Marie-Christine Ho Ba Tho, Mohamad Idriss, Dan Istrate, Aziz Benlarbi-Delai
Serious games have been established as a complementary tool for conventional rehabilitation. This trend proved to be beneficial for both experts and patients since the first are able to assign and monitor virtual reality games for their patients to be executed at home, and the latter are greatly motivated by the challenges of these games rather than the repeatable and boring rehabilitation movements. In a previous work, we proposed a serious game for lower limb rehabilitation of the musculoskeletal system using the Microsoft Kinect(TM) camera and a virtual environment...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28219040/ingestion-intakes-of-137-cs-by-the-czech-population-comparison-of-different-approaches
#4
Jan Škrkal, Pavel Fojtík, Irena Malátová, Miluše Bartusková
Ingestion intakes of (137)Cs of the Czech population were calculated in two different ways - either from the measured activity of (137)Cs in components of food in combination with statistical data about consumption rates or from retention of (137)Cs in the human body obtained by whole body counting or calculated from daily urinary excretion of (137)Cs. Data from the time period since 1986 to 2015 are used. The daily ingestion intake was about 25 Bq d(-1) in 1986 and is around 0.1 Bq d(-1) at present. Both approaches of ingestion intake calculation have their advantages and disadvantages...
February 17, 2017: Journal of Environmental Radioactivity
https://www.readbyqxmd.com/read/28195218/humans-expect-generosity
#5
Pablo Brañas-Garza, Ismael Rodríguez-Lara, Angel Sánchez
Mechanisms supporting human ultra-cooperativeness are very much subject to debate. One psychological feature likely to be relevant is the formation of expectations, particularly about receiving cooperative or generous behavior from others. Without such expectations, social life will be seriously impeded and, in turn, expectations leading to satisfactory interactions can become norms and institutionalize cooperation. In this paper, we assess people's expectations of generosity in a series of controlled experiments using the dictator game...
February 14, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28166840/app-based-serious-gaming-for-training-of-chest-tube-insertion-study-protocol-for-a-randomized-controlled-trial
#6
Mirco Friedrich, Christian Bergdolt, Patrick Haubruck, Thomas Bruckner, Karl-Friedrich Kowalewski, Beat Peter Müller-Stich, Michael C Tanner, Felix Nickel
BACKGROUND: Chest tube insertion is a standard intervention for management of various injuries of the thorax. Quick and accurate execution facilitates efficient therapy without further complications. Here, we propose a new training concept comprised of e-learning elements as well as continuous rating using an objective structured assessment of technical skills (OSATS) tool. The study protocol is presented for a randomized trial to evaluate e-learning with app-based serious gaming for chest drain insertion...
February 6, 2017: Trials
https://www.readbyqxmd.com/read/28148296/comparative-effectiveness-of-a-serious-game-and-an-e-module-to-support-patient-safety-knowledge-and-awareness
#7
Mary E W Dankbaar, Olivier Richters, Cor J Kalkman, Gerrie Prins, Olle T J Ten Cate, Jeroen J G van Merrienboer, Stephanie C E Schuit
BACKGROUND: Serious games have the potential to teach complex cognitive skills in an engaging way, at relatively low costs. Their flexibility in use and scalability makes them an attractive learning tool, but more research is needed on the effectiveness of serious games compared to more traditional formats such e-modules. We investigated whether undergraduate medical students developed better knowledge and awareness and were more motivated after learning about patient-safety through a serious game than peers who studied the same topics using an e-module...
February 2, 2017: BMC Medical Education
https://www.readbyqxmd.com/read/28135114/videogame-related-illness-and-injury-a-review-of-the-literature-and-predictions-for-pok%C3%A3-mon-go
#8
Ali Pourmand, Kevin Lombardi, Evan Kuhl, Francis O'Connell
OBJECTIVE: Reports of videogame-related illness and injury soon emerged in the literature with the inception of videogame systems and subsequent development of novel gaming platforms and technologies. In an effort to better detail the impacts of these phenomena and provide recommendations for injury prevention as it relates to Pokémon Go and the larger world of augmented reality games, we conducted an extensive systems-based review of past trends in videogame-related illness and injury from the literature...
February 2017: Games for Health
https://www.readbyqxmd.com/read/28133947/serious-gaming-for-orthotopic-liver-transplant-anesthesiology-a-randomized-control-trial
#9
Daniel Katz, Jeron Zerillo, Sang Kim, Bryan Hill, Ryan Wang, Andrew Goldberg, Samuel DeMaria
: Anesthetic management of orthotopic liver transplantation (OLT) is complex. Given the unequal distributions of liver transplant surgeries performed at different centers, anesthesiology providers receive relatively uneven OLT training and exposure. One well-suited modality for OLT training is the "serious game", an interactive application created for the purpose of imparting knowledge or skills, while leveraging the self-motivating elements of video games. We therefore developed a serious game designed to teach best practices for the anesthetic management of a standard OLT and determined if the game would improve resident performance in a simulated OLT...
January 30, 2017: Liver Transplantation
https://www.readbyqxmd.com/read/28116414/cognitive-training-through-mhealth-for-individuals-with-substance-use-disorder
#10
Pedro Gamito, Jorge Oliveira, Paulo Lopes, Rodrigo Brito, Diogo Morais, Cristina Caçoete, André Leandro, Teresa Almeida, Hugo Oliveira
BACKGROUND: Heroin addiction has a negative impact on cognitive functions, and even recovering addicts suffer from cognitive impairment. Recent approaches to cognitive intervention have been taking advantage of what new technologies have to offer. OBJECTIVES: We report a study testing the efficacy of a serious games approach using tablets to stimulate and rehabilitate cognitive functions in recovering addicts. METHODS: A small-scale cognitive training program with serious games was run with a sample of 14 male heroin addicts undergoing a rehabilitation program...
January 24, 2017: Methods of Information in Medicine
https://www.readbyqxmd.com/read/28111761/what-is-the-mechanism-of-ketamine-s-rapid-onset-antidepressant-effect-a-concise-overview-of-the-surprisingly-large-number-of-possibilities
#11
REVIEW
S E Strasburger, P M Bhimani, J H Kaabe, J T Krysiak, D L Nanchanatt, T N Nguyen, K A Pough, T A Prince, N S Ramsey, K H Savsani, L Scandlen, M J Cavaretta, R B Raffa
WHAT IS KNOWN AND OBJECTIVE: Abundant clinical data now confirm that ketamine produces a remarkable rapid-onset antidepressant effect - hours or days - in contrast to the delayed onset (typically weeks) of current antidepressant drugs. This surprising and revolutionary finding may lead to the development of life-saving pharmacotherapy for depressive illness by reducing the high suicide risk associated with the delayed onset of effect of current drugs. As ketamine has serious self-limiting drawbacks that restrict its widespread use for this purpose, a safer alternative is needed...
January 22, 2017: Journal of Clinical Pharmacy and Therapeutics
https://www.readbyqxmd.com/read/28077348/user-centered-design-of-serious-games-for-older-adults-following-3-years-of-experience-with-exergames-for-seniors-a-study-design
#12
Ellen Brox, Stathis Th Konstantinidis, Gunn Evertsen
BACKGROUND: Seniors need sufficient balance and strength to manage in daily life, and sufficient physical activity is required to achieve and maintain these abilities. This can be a challenge, but fun and motivational exergames can be of help. However, most commercial games are not suited for this age group for several reasons. Many usability studies and user-centered design (UCD) protocols have been developed and applied, but to the best of our knowledge none of them are focusing on seniors' use of games for physical activity...
January 11, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28070464/the-acceptability-of-tv-based-game-platforms-as-an-instrument-to-support-the-cognitive-evaluation-of-senior-adults-at-home
#13
Carlos Rivas Costa, Manuel José Fernández Iglesias, Luis Eulogio Anido Rifón, Miguel Gómez Carballa, Sonia Valladares Rodríguez
INTRODUCTION: The computing capabilities of state-of-the-art television sets and media centres may facilitate the introduction of computer-assisted evaluation at home. This approach would help to overcome the drawbacks of traditional pen-and-paper evaluations administered in clinical facilities, as they could be performed in a more comfortable environment, the subject's home, and they would be more flexible for designing complex environments for the evaluation of neuropsychological constructs that are difficult to assess through traditional testing...
2017: PeerJ
https://www.readbyqxmd.com/read/28051899/serious-games-for-health-the-potential-of-metadata
#14
Stefan Göbel, Ralph Maddison
OBJECTIVE: Numerous serious games and health games exist, either as commercial products (typically with a focus on entertaining a broad user group) or smaller games and game prototypes, often resulting from research projects (typically tailored to a smaller user group with a specific health characteristic). A major drawback of existing health games is that they are not very well described and attributed with (machine-readable, quantitative, and qualitative) metadata such as the characterizing goal of the game, the target user group, or expected health effects well proven in scientific studies...
February 2017: Games for Health
https://www.readbyqxmd.com/read/28051877/improving-children-s-mental-health-with-a-digital-social-skills-development-game-a-randomized-controlled-efficacy-trial-of-adventures-aboard-the-s-s-grin
#15
Rebecca Sanchez, Emily Brown, Kelly Kocher, Melissa DeRosier
OBJECTIVE: The purpose of this study was to investigate whether a computer-based game to improve social skills and mental health in children with social skills deficits would be efficacious. The program, Adventures aboard the S.S. GRIN, translates a proven in-person intervention into a nine-episode interactive online adventure game that provides opportunity for knowledge acquisition and skill practice. MATERIALS AND METHODS: Participants (children aged 7-11 years with social skills challenges) were randomly assigned to immediate treatment group (n = 33) or waitlist control group (n = 36)...
February 2017: Games for Health
https://www.readbyqxmd.com/read/28044976/-kidsetransplant-a-serious-game-for-liver-transplanted-children
#16
Ana-Maria Calinescu, Valérie McLin, Stéphane Spahni, Thomas Boggini, Mirana Randriambelonoro, Roxane Jaquier-Grant, Michèle Steiner, Antoine Geissbuhler, Barbara E Wildhaber
Serious games are increasingly used in pediatric care, especially to educate young patients with chronic diseases, to improve their understanding of the disease and develop independence in disease management, as it can ultimately improve clinical results. This is also true for liver transplanted children and adolescents, who are not only challenged by their therapeutic burden, but who need to face transition to adult care, often without remembering their transplantation, which was performed, most of the time, very early in their life...
December 2016: Médecine Sciences: M/S
https://www.readbyqxmd.com/read/28038759/-medication-errors-in-anesthesia-unacceptable-or-unavoidable
#17
Ira Dhawan, Anurag Tewari, Sankalp Sehgal, Ashish Chandra Sinha
Medication errors are the common causes of patient morbidity and mortality. It adds financial burden to the institution as well. Though the impact varies from no harm to serious adverse effects including death, it needs attention on priority basis since medication errors' are preventable. In today's world where people are aware and medical claims are on the hike, it is of utmost priority that we curb this issue. Individual effort to decrease medication error alone might not be successful until a change in the existing protocols and system is incorporated...
December 27, 2016: Revista Brasileira de Anestesiologia
https://www.readbyqxmd.com/read/28033958/balance-improvement-after-physical-therapy-training-using-specially-developed-serious-games-for-cerebral-palsy-children-preliminary-results
#18
Bruno Bonnechère, Lubos Omelina, Bart Jansen, Serge Van Sint Jan
PURPOSE: Cerebral palsy (CP) leads to various clinical signs mainly induced by muscle spasticity and muscle weakness. Among these ones impaired balance and posture are very common. Traditional physical therapy exercise programs are focusing on this aspect, but it is difficult to motivate patients to regularly perform these exercises, especially at home without therapist supervision. Specially developed serious games (SG) could therefore be an interesting option to motivate children to perform specific exercise for balance improvement...
February 2017: Disability and Rehabilitation
https://www.readbyqxmd.com/read/28027076/serious-gaming-in-medical-education-a-proposed-structured-framework-for-game-development
#19
Aleksandra E Olszewski, Traci A Wolbrink
Serious games are increasingly being used for medical education. However, the design and development of serious games for the education of health professionals is highly variable, and very few articles report the development process used for game development. There are many established processes for software development that can improve and streamline development, and incorporating the best practices from educational pedagogy and software development may enhance teamwork and communication, decrease development costs, and improve the quality of serious games...
December 23, 2016: Simulation in Healthcare: Journal of the Society for Simulation in Healthcare
https://www.readbyqxmd.com/read/28003175/design-of-a-serious-game-for-handling-obstetrical-emergencies
#20
Estelle Jean Dit Gautier, Virginie Bot-Robin, Aurélien Libessart, Guillaume Doucède, Michel Cosson, Chrystèle Rubod
BACKGROUND: The emergence of new technologies in the obstetrical field should lead to the development of learning applications, specifically for obstetrical emergencies. Many childbirth simulations have been recently developed. However, to date none of them have been integrated into a serious game. OBJECTIVE: Our objective was to design a new type of immersive serious game, using virtual glasses to facilitate the learning of pregnancy and childbirth pathologies...
December 21, 2016: JMIR Serious Games
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