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Serious games

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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
#1
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
#2
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
#3
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...
January 4, 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
#4
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)...
January 4, 2017: Games for Health
https://www.readbyqxmd.com/read/28044976/-kidsetransplant-a-serious-game-for-liver-transplanted-children
#5
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
#6
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
#7
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
#8
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
#9
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
https://www.readbyqxmd.com/read/27992659/a-systematic-review-of-serious-games-in-asthma-education
#10
David Drummond, Delphine Monnier, Antoine Tesnière, Alice Hadchouel
BACKGROUND: Serious games may be useful tools for asthma education. The objectives of this systematic review were to identify the available articles on serious games designed to educate patients and the general public about asthma and to assess their impact on patient's knowledge, behavior and clinical outcomes related to asthma. METHODS: PubMed, Embase, Cochrane Library, PsychInfo, and Web of Science were systematically searched from January 1980 to December 2015 for studies investigating serious games in asthma education...
December 19, 2016: Pediatric Allergy and Immunology
https://www.readbyqxmd.com/read/27986645/cardiopulmonary-resuscitation-training-by-avatars-a-qualitative-study-of-medical-students-experiences-using-a-multiplayer-virtual-world
#11
Johan Creutzfeldt, Leif Hedman, Li Felländer-Tsai
BACKGROUND: Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. OBJECTIVE: The objective of this study was to reach a better understanding of the learners' reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR)...
December 16, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27976955/interactive-digital-e-health-game-for-heart-failure-self-management-a-feasibility-study
#12
Kavita Radhakrishnan, Paul Toprac, Matt O'Hair, Randolph Bias, Miyong T Kim, Paul Bradley, Michael Mackert
OBJECTIVE: To develop and test the prototype of a serious digital game for improving community-dwelling older adults' heart failure (HF) knowledge and self-management behaviors. The serious game innovatively incorporates evidence-based HF guidelines with contemporary game technology. MATERIALS AND METHODS: The study included three phases: development of the game prototype, its usability assessment, and evaluation of the game's functionality. Usability testing included researchers' usability assessment, followed by research personnel's observations of participants playing the game, and participants' completion of a usability survey...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27975195/serious-games-and-blended-learning-effects-on-performance-and-motivation-in-medical-education
#13
Mary Dankbaar
INTRODUCTION: More efficient, flexible training models are needed in medical education. Information technology offers the tools to design and develop effective and more efficient training. The aims of this thesis were: 1) Compare the effectiveness of blended versus classroom training for the acquisition of knowledge; 2) Investigate the effectiveness and critical design features of serious games for performance improvement and motivation. METHODS: Five empirical studies were conducted to answer the research questions and a descriptive study on an evaluation framework to assess serious games was performed...
December 14, 2016: Perspectives on Medical Education
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/27917128/what-role-can-avatars-play-in-e-mental-health-interventions-exploring-new-models-of-client-therapist-interaction
#15
REVIEW
Imogen C Rehm, Emily Foenander, Klaire Wallace, Jo-Anne M Abbott, Michael Kyrios, Neil Thomas
In the burgeoning field of e-mental health interventions, avatars are increasingly being utilized to facilitate online communication between clients and therapists, and among peers. Avatars are digital self-representations, which enable individuals to interact with each other in computer-based virtual environments. In this narrative review, we examine the psychotherapeutic applications of avatars that have been investigated and trialed to date. Five key applications were identified (1) in the formation of online peer support communities; (2) replicating traditional modes of psychotherapy by using avatars as a vehicle to communicate within a wholly virtual environment; (3) using avatar technology to facilitate or augment face-to-face treatment; (4) as part of serious games; and (5) communication with an autonomous virtual therapist...
2016: Frontiers in Psychiatry
https://www.readbyqxmd.com/read/27916234/phantom-motor-execution-facilitated-by-machine-learning-and-augmented-reality-as-treatment-for-phantom-limb-pain-a-single-group-clinical-trial-in-patients-with-chronic-intractable-phantom-limb-pain
#16
Max Ortiz-Catalan, Rannveig A Guðmundsdóttir, Morten B Kristoffersen, Alejandra Zepeda-Echavarria, Kerstin Caine-Winterberger, Katarzyna Kulbacka-Ortiz, Cathrine Widehammar, Karin Eriksson, Anita Stockselius, Christina Ragnö, Zdenka Pihlar, Helena Burger, Liselotte Hermansson
BACKGROUND: Phantom limb pain is a debilitating condition for which no effective treatment has been found. We hypothesised that re-engagement of central and peripheral circuitry involved in motor execution could reduce phantom limb pain via competitive plasticity and reversal of cortical reorganisation. METHODS: Patients with upper limb amputation and known chronic intractable phantom limb pain were recruited at three clinics in Sweden and one in Slovenia. Patients received 12 sessions of phantom motor execution using machine learning, augmented and virtual reality, and serious gaming...
December 10, 2016: Lancet
https://www.readbyqxmd.com/read/27904240/effectiveness-of-exercise-on-functional-mobility-in-adults-with-cerebral-palsy-a-systematic-review
#17
Hillary Lawrence, Sara Hills, Nicole Kline, Kyra Weems, Antonette Doty
Purpose: We identified evidence evaluating the effect of exercise on functional mobility in adults (aged 18 y or older) with cerebral palsy (CP). Method: An exhaustive search was conducted using the electronic databases PubMed, MEDLINE, CINAHL, PsycINFO, SPORTDiscus, and Cochrane Database of Systematic Reviews from the earliest available evidence (1975) to the present (January 2016) for studies whose participants were ambulatory adults with CP receiving conservative treatment to address functional mobility limitations...
2016: Physiotherapy Canada. Physiothérapie Canada
https://www.readbyqxmd.com/read/27902913/regulatory-considerations-for-the-approval-of-drugs-against-histomoniasis-blackhead-disease-in-turkeys-chickens-and-game-birds-in-the-united-states
#18
Prajwal R Regmi, Ashley L Shaw, Laura L Hungerford, Janis R Messenheimer, Tong Zhou, Padmakumar Pillai, Amy Omer, Jeffrey M Gilbert
Histomoniasis, commonly referred to as blackhead disease, is a serious threat to the turkey and game bird industries worldwide, and it is having an increasingly negative impact on the chicken industry as well. The Food and Drug Administration's (FDA) Center for Veterinary Medicine (CVM), charged with the approval and regulation of new animal drugs in the United States, understands the rising need for the availability of therapeutic options against histomoniasis. CVM has actively engaged in discussions with the poultry industry, academic institutions, and animal health companies regarding the current status of histomoniasis in the United States and varied success of past and current management, prophylactic, and therapeutic interventions that have been used against the disease...
December 2016: Avian Diseases
https://www.readbyqxmd.com/read/27894389/-qualitative-study-on-the-current-status-of-hospitalized-burn-children-s-quality-of-life
#19
R Q Lin, L Li, L Xu, Q Pan, J X Dai
Objective: To explore the current status of hospitalized burn children's quality of life, so as to lay foundation for carrying out the related intervention in future. Methods: Using qualitative research method, semi-structured interviews were conducted on 11 parents of burn children hospitalized in Department of Burns of Fujian Medical University Union Hospital from March to May 2016. Then the data were analyzed and concluded with phenomenological analysis method to refine the themes. Results: Parents' description about the current status of hospitalized burn children's quality of life could be summed up into four areas: physiology, psychology, social development, and family; and in six themes: obvious itching symptom, limited movement development, night terror and constant cry because of fear, reduced social game, negative attachment type, and parents under multiple pressures...
November 20, 2016: Zhonghua Shao Shang za Zhi, Zhonghua Shaoshang Zazhi, Chinese Journal of Burns
https://www.readbyqxmd.com/read/27876685/efficacy-of-mobile-serious-games-in-increasing-hiv-risk-perception-in-swaziland-a-randomized-control-trial-sgprev-trial-research-protocol
#20
Bhekumusa Wellington Lukhele, Patou Musumari, Christina El-Saaidi, Teeranee Techasrivichien, S Pilar Suguimoto, Masako Ono Kihara, Masahiro Kihara
BACKGROUND: The human immunodeficiency virus (HIV) and acquired immune deficiency syndrome (AIDS) continue to be a major public health problem in Sub-Saharan Africa (SSA), particularly in Swaziland, which has the highest HIV prevalence in this region. A wide range of strategies and interventions have been used to promote behavior change, though almost all such interventions have involved mass media. Therefore, innovative behavior change strategies beyond mass media communication are urgently needed...
November 22, 2016: JMIR Research Protocols
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