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https://www.readbyqxmd.com/read/28798717/identifying-features-of-bodily-expression-as-indicators-of-emotional-experience-during-multimedia-learning
#1
Valentin Riemer, Julian Frommel, Georg Layher, Heiko Neumann, Claudia Schrader
The importance of emotions experienced by learners during their interaction with multimedia learning systems, such as serious games, underscores the need to identify sources of information that allow the recognition of learners' emotional experience without interrupting the learning process. Bodily expression is gaining in attention as one of these sources of information. However, to date, the question of how bodily expression can convey different emotions has largely been addressed in research relying on acted emotion displays...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28790945/recommendations-for-the-use-of-serious-games-in-neurodegenerative-disorders-2016-delphi-panel
#2
Valeria Manera, Grégory Ben-Sadoun, Teun Aalbers, Hovannes Agopyan, Florence Askenazy, Michel Benoit, David Bensamoun, Jérémy Bourgeois, Jonathan Bredin, Francois Bremond, Carlos Crispim-Junior, Renaud David, Bob De Schutter, Eric Ettore, Jennifer Fairchild, Pierre Foulon, Adam Gazzaley, Auriane Gros, Stéphanie Hun, Frank Knoefel, Marcel Olde Rikkert, Minh K Phan Tran, Antonios Politis, Anne S Rigaud, Guillaume Sacco, Sylvie Serret, Susanne Thümmler, Marie L Welter, Philippe Robert
The use of Serious Games (SG) in the health domain is expanding. In the field of neurodegenerative disorders (ND) such as Alzheimer's disease, SG are currently employed both to support and improve the assessment of different functional and cognitive abilities, and to provide alternative solutions for patients' treatment, stimulation, and rehabilitation. As the field is quite young, recommendations on the use of SG in people with ND are still rare. In 2014 we proposed some initial recommendations (Robert et al...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28771379/the-effect-of-a-virtual-reality-game-intervention-on-balance-for-patients-with-stroke-a-randomized-controlled-trial
#3
Hsin-Chieh Lee, Chia-Lin Huang, Sui-Hua Ho, Wen-Hsu Sung
OBJECTIVE: The aim of this study was to investigate the effects of virtual reality (VR) balance training conducted using Kinect for Xbox® games on patients with chronic stroke. MATERIALS AND METHODS: Fifty patients with mild to moderate motor deficits were recruited and randomly assigned to two groups: VR plus standard treatment group and standard treatment (ST) group. In total, 12 training sessions (90 minutes a session, twice a week) were conducted in both groups, and performance was assessed at three time points (pretest, post-test, and follow-up) by a blinded assessor...
August 3, 2017: Games for Health
https://www.readbyqxmd.com/read/28765100/pacing-conventional-physical-activity-and-active-video-games-to-increase-physical-activity-for-adults-with-myalgic-encephalomyelitis-chronic-fatigue-syndrome-protocol-for-a-pilot-randomized-controlled-trial
#4
Katia Elizabeth Ferrar, Ashleigh E Smith, Kade Davison
BACKGROUND: Myalgic encephalomyelitis/chronic fatigue syndrome (ME/CFS) is a serious illness of biological origin characterized by profound physical and cognitive exhaustion and postexertion malaise. Pacing is a common strategy used to manage available energy and complete activities of daily living; yet little research has investigated this as a strategy to increase physical activity levels. Typically, people living with ME/CFS are faced by unique barriers to physical activity participation and are less physically active than healthy peers...
August 1, 2017: JMIR Research Protocols
https://www.readbyqxmd.com/read/28760730/designing-serious-computer-games-for-people-with-moderate-and-advanced-dementia-interdisciplinary-theory-driven-pilot-study
#5
Chariklia Tziraki, Rakel Berenbaum, Daniel Gross, Judith Abikhzer, Boaz M Ben-David
BACKGROUND: The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. OBJECTIVES: We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process)...
July 31, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28755670/evidence-appraisal-of-paim-cpp-goldmeier-s-development-of-an-educational-game-to-set-up-surgical-instruments-on-the-mayo-stand-or-back-table-applied-research-in-production-technology-jmir-serious-games-2017-5-1-e1-doi-10-2196-games-6048
#6
https://www.readbyqxmd.com/read/28740440/haphop-physio-a-computer-game-to-support-cognitive-therapies-in-children
#7
Carolina Rico-Olarte, Diego M López, Santiago Narváez, Charic D Farinango, Peter S Pharow
BACKGROUND: Care and support of children with physical or mental disabilities are accompanied with serious concerns for parents, families, healthcare institutions, schools, and their communities. Recent studies and technological innovations have demonstrated the feasibility of providing therapy and rehabilitation services to children supported by computer games. OBJECTIVE: The aim of this paper is to present HapHop-Physio, an innovative computer game that combines exercise with fun and learning, developed to support cognitive therapies in children...
2017: Psychology Research and Behavior Management
https://www.readbyqxmd.com/read/28731928/serious-game-versus-online-course-for-pretraining-medical-students-before-a-simulation-based-mastery-learning-course-on-cardiopulmonary-resuscitation-a-randomised-controlled-study
#8
David Drummond, Paul Delval, Sonia Abdenouri, Jennifer Truchot, Pierre-François Ceccaldi, Patrick Plaisance, Alice Hadchouel, Antoine Tesnière
BACKGROUND: Although both recorded lectures and serious games have been used to pretrain health professionals before simulation training on cardiopulmonary resuscitation, they have never been compared. OBJECTIVE: The aim of this study was to compare an online course and a serious game for pretraining medical students before simulation-based mastery learning on the management of sudden cardiac arrest. DESIGN: A randomised controlled trial. Participants were pretrained using the online course or the serious game on day 1 and day 7...
July 20, 2017: European Journal of Anaesthesiology
https://www.readbyqxmd.com/read/28728458/a-low-fidelity-serious-game-for-medical-based-cultural-competence-education
#9
Zain Khan, Bill Kapralos
Research has shown that the quality of care is compromised when healthcare providers respond inappropriately to patient language and cultural factors. However, research indicates that medical education is not keeping pace with the changing composition of the patient population in culturally diverse societies such as Canada and the United States, and many healthcare providers do not possess the attitudes or skills required to be effective within a culturally diverse healthcare setting. Here, we present Fydlyty, a web-based, low-fidelity serious game for medical-based cultural competence education...
July 1, 2017: Health Informatics Journal
https://www.readbyqxmd.com/read/28696479/a-web-based-game-for-teaching-facial-expressions-to-schizophrenic-patients
#10
Kemal Hakan Gülkesen, Filiz Isleyen, Buket Cinemre, Mehmet Kemal Samur, Semiha Sen Kaya, Nese Zayim
BACKGROUND: Recognizing facial expressions is an important social skill. In some psychological disorders such as schizophrenia, loss of this skill may complicate the patient's daily life. Prior research has shown that information technology may help to develop facial expression recognition skills through educational software and games. OBJECTIVES: To examine if a computer game designed for teaching facial expressions would improve facial expression recognition skills of patients with schizophrenia...
July 12, 2017: Applied Clinical Informatics
https://www.readbyqxmd.com/read/28683883/-supporting-an-asd-child-with-digital-tools
#11
Etienne Vallart, Ludovic Gicquel
Autism spectrum disorders lead to a long-term and severe impairment of communication and social interactions. The expansion of information and communication technologies, through digital applications which can be used on different devices, can be used to support these functions necessary for the development of children with ASD. Applications, serious games and even humanoid robots help to boost children's interest in learning. They must however form part of a broader range of therapies.
July 2017: Soins. Psychiatrie
https://www.readbyqxmd.com/read/28683880/-mirror-mirror-on-the-wall-the-issue-of-digital-technology-in-adolescent-mental-healthcare
#12
Xavier Pommereau
The digital revolution is turning lifestyles and mentalities upside down. The intuitiveness, immediacy and connectivity which characterise new information and communication technologies appeal to teenagers who find in them ways to gain recognition from their peers and to exchange with each other, without having to yield to adults. However, they expect mental health professionals to talk to them, to be engaged in their discussions and to agree to use connected tools as platforms for exchange. A wide variety of such methods can form part of the therapeutic relationship, from smartphones to chat rooms, from teleconsultations to 'cybertherapies', and from video games to serious games...
July 2017: Soins. Psychiatrie
https://www.readbyqxmd.com/read/28676468/rehabilitation-oriented-serious-game-development-and-evaluation-guidelines-for-musculoskeletal-disorders
#13
Mohamad Idriss, Halim Tannous, Dan Istrate, Anaick Perrochon, Jean-Yves Salle, Marie-Christine Ho Ba Tho, Tien-Tuan Dao
BACKGROUND: The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called "serious game for functional rehabilitation." Previous works have shown that serious games can be used for general health and specific disease management. However, there is still lack of consensus on development and evaluation guidelines. It is important to note that the game performance depends on the designed scenario. OBJECTIVE: The objective of this work was to develop specific game scenarios and evaluate them with a panel of musculoskeletal patients to propose game development and evaluation guidelines...
July 4, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28674661/design-process-and-preliminary-psychometric-study-of-a-video-game-to-detect-cognitive-impairment-in-senior-adults
#14
Sonia Valladares-Rodriguez, Roberto Perez-Rodriguez, David Facal, Manuel J Fernandez-Iglesias, Luis Anido-Rifon, Marcos Mouriño-Garcia
INTRODUCTION: Assessment of episodic memory has been traditionally used to evaluate potential cognitive impairments in senior adults. Typically, episodic memory evaluation is based on personal interviews and pen-and-paper tests. This article presents the design, development and a preliminary validation of a novel digital game to assess episodic memory intended to overcome the limitations of traditional methods, such as the cost of its administration, its intrusive character, the lack of early detection capabilities, the lack of ecological validity, the learning effect and the existence of confounding factors...
2017: PeerJ
https://www.readbyqxmd.com/read/28668726/prudence-pleasure-and-cognitive-ageing-configurations-of-the-uses-and-users-of-brain-training-games-within-uk-media-2005-2015
#15
Martyn Pickersgill, Tineke Broer, Sarah Cunningham-Burley, Ian Deary
The use of 'brain training' games is often regarded as relating to wider ideals of self-improvement and youthfulness. Hence, use is intertwined with discourses of 'active' ageing. This paper analyzes how the use and users of brain training games were configured in the UK media, from 2005 to 2015, and examines how notions of active ageing relate to these representations. Game users were rarely constructed solely as gamers, and were more often presented as prudent individuals focused on a serious goal. This configuration related to assumed and enjoined motivations for brain training; specifically, users were commonly framed as seeking to enhance cognition and limit/delay cognitive decline...
August 2017: Social Science & Medicine
https://www.readbyqxmd.com/read/28654475/virtual-reality-and-serious-games-in-neurorehabilitation-of-children-and-adults-prevention-plasticity-and-participation
#16
Judith E Deutsch, Sarah Westcott McCoy
Use of virtual reality (VR) and serious games (SGs) interventions within rehabilitation as motivating tools for task specific training for individuals with neurological conditions are fast-developing. Within this perspective paper we use the framework of the IV STEP conference to summarize the literature on VR and SG for children and adults by three topics: Prevention; Outcomes: Body-Function-Structure, Activity and Participation; and Plasticity. Overall the literature in this area offers support for use of VR and SGs to improve body functions and to some extent activity domain outcomes...
July 2017: Pediatric Physical Therapy
https://www.readbyqxmd.com/read/28642567/mouthguard-use-may-reduce-dentofacial-injuries-in-field-hockey-players
#17
Kelvin I Afrashtehfar, Jason Chung
Data sourcesPubMed, Embase, OvidSP, Web of Science, Cochrane and CINAHL databases were searched up to February 2015 with no language restrictions.Study selectionTwo review authors independently assessed tiles and abstracts of the retrieved case-control, cohorts and cross-sectional studies. For the studies to have been included in the meta-analysis, they must have included the total number of hockey players reporting at least one dentofacial injury, the total number of these injuries compared with other types of injuries and quantitative data on characteristics of dentofacial injuries...
June 23, 2017: Evidence-based Dentistry
https://www.readbyqxmd.com/read/28628385/serious-games-for-psychotherapy-a-systematic-review
#18
Christiane Eichenberg, Markus Schott
INTRODUCTION: In the evolving digital age, media applications are increasingly playing a greater role in the field of psychotherapy. While the Internet is already in the phase of being established when it comes to the care of mental disorders, experimentation is going on with other modern media such as serious games. A serious game is a game in which education and behavior change is the goal, alongside with entertainment. OBJECTIVE: The objective of the present article was to provide a first empirical overview of serious games applied to psychotherapy and psychosomatic rehabilitation...
June 2017: Games for Health
https://www.readbyqxmd.com/read/28611610/music-games-potential-application-and-considerations-for-rhythmic-training
#19
REVIEW
Valentin Bégel, Ines Di Loreto, Antoine Seilles, Simone Dalla Bella
Rhythmic skills are natural and widespread in the general population. The majority can track the beat of music and move along with it. These abilities are meaningful from a cognitive standpoint given their tight links with prominent motor and cognitive functions such as language and memory. When rhythmic skills are challenged by brain damage or neurodevelopmental disorders, remediation strategies based on rhythm can be considered. For example, rhythmic training can be used to improve motor performance (e.g...
2017: Frontiers in Human Neuroscience
https://www.readbyqxmd.com/read/28600377/serious-gaming-during-multidisciplinary-rehabilitation-for-patients-with-complex-chronic-pain-or-fatigue-complaints-study-protocol-for-a-controlled-trial-and-process-evaluation
#20
Miel A P Vugts, Margot C W Joosen, Agali Mert, Aglaia Zedlitz, Hubertus J M Vrijhoef
INTRODUCTION: Many individuals suffer from chronic pain or functional somatic syndromes and face boundaries for diminishing functional limitations by means of biopsychosocial interventions. Serious gaming could complement multidisciplinary interventions through enjoyment and independent accessibility. A study protocol is presented for studying whether, how, for which patients and under what circumstances, serious gaming improves patient health outcomes during regular multidisciplinary rehabilitation...
June 8, 2017: BMJ Open
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