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Serious games

Marco Simões, Miguel Bernardes, Fernando Barros, Miguel Castelo-Branco
BACKGROUND: Autism Spectrum Disorder (ASD) is a neurodevelopmental disorder characterized by impairments in social interaction and repetitive patterns of behavior, which can lead to deficits in adaptive behavior. In this study, a serious game was developed to train individuals with ASD for an important type of outdoor activity, which is the use of buses as a means of transportation. OBJECTIVE: The aim of this study was to develop a serious game that defines a "safe environment" where the players became familiar with the process of taking a bus and to validate if it could be used effectively to teach bus-taking routines and adaptive procedures to individuals with ASD...
March 20, 2018: JMIR Serious Games
Yu-Jun Zheng, Xiao-Han Zhou, Wei-Guo Sheng, Yu Xue, Sheng-Yong Chen
Recently telecom fraud has become a serious problem especially in developing countries such as China. At present, it can be very difficult to coordinate different agencies to prevent fraud completely. In this paper we study how to detect large transfers that are sent from victims deceived by fraudsters at the receiving bank. We propose a new generative adversarial network (GAN) based model to calculate for each large transfer a probability that it is fraudulent, such that the bank can take appropriate measures to prevent potential fraudsters to take the money if the probability exceeds a threshold...
March 5, 2018: Neural Networks: the Official Journal of the International Neural Network Society
Marc-André Maheu-Cadotte, Sylvie Cossette, Véronique Dubé, Guillaume Fontaine, Tanya Mailhot, Patrick Lavoie, Alexis Cournoyer, Fabio Balli, Gabrielle Mathieu-Dupuis
INTRODUCTION: Serious games (SGs) are interactive and entertaining digital software with an educational purpose. They engage the learner by proposing challenges and through various design elements (DEs; eg, points, difficulty adaptation, story). Recent reviews suggest the effectiveness of SGs in healthcare professionals' and students' education is mixed. This could be explained by the variability in their DEs, which has been shown to be highly variable across studies. The aim of this systematic review is to identify, appraise and synthesise the best available evidence regarding the effectiveness of SGs and the impact of DEs on engagement and educational outcomes of healthcare professionals and students...
March 16, 2018: BMJ Open
Kim C M Bul, Lisa L Doove, Ingmar H A Franken, Saskia Van der Oord, Pamela M Kato, Athanasios Maras
OBJECTIVE: The aim of the current study was to identify which subgroups of children with Attention Deficit Hyperactivity Disorder (ADHD) benefitted the most from playing a Serious Game (SG) intervention shown in a randomized trial to improve behavioral outcomes. METHOD: Pre-intervention characteristics [i.e., gender, age, intellectual level of functioning, medication use, computer experience, ADHD subtype, severity of inattention problems, severity of hyperactivity/impulsivity problems, comorbid Oppositional Defiant Disorder (ODD) and Conduct Disorder (CD) symptoms] were explored as potential moderators in a Virtual Twins (VT) analysis to identify subgroups for whom the SG intervention was most effective...
2018: PloS One
Marc Baaden, Olivier Delalande, Nicolas Ferey, Samuela Pasquali, Jérôme Waldispühl, Antoine Taly
No abstract text is available yet for this article.
March 2018: PLoS Computational Biology
Iouri Gorbanev, Sandra Agudelo-Londoño, Rafael A González, Ariel Cortes, Alexandra Pomares, Vivian Delgadillo, Francisco J Yepes, Óscar Muñoz
INTRODUCTION: The literature shows an optimistic landscape for the effectiveness of games in medical education. Nevertheless, games are not considered mainstream material in medical teaching. Two research questions that arise are the following: What pedagogical strategies do developers use when creating games for medical education? And what is the quality of the evidence on the effectiveness of games? METHODS: A systematic review was made by a multi-disciplinary team of researchers following the Cochrane Collaboration Guidelines...
December 2018: Medical Education Online
Grégory Ben-Sadoun, Valeria Manera, Julian Alvarez, Guillaume Sacco, Philippe Robert
The use of Serious Games (SG) in the health domain is expanding. In the field of Neurodegenerative Diseases (ND) such as Alzheimer's Disease, SG are currently employed to provide alternative solutions for patients' treatment, stimulation, and rehabilitation. The design of SG for people with ND implies collaborations between professionals in ND and professionals in SG design. As the field is quite young, professionals specialized in both ND and SG are still rare, and recommendations for the design of SG for people with ND are still missing...
2018: Frontiers in Aging Neuroscience
Cuan M Harrington, Vishwa Chaitanya, Patrick Dicker, Oscar Traynor, Dara O Kavanagh
BACKGROUND: Video gaming demands elements of visual attention, hand-eye coordination and depth perception which may be contiguous with laparoscopic skill development. General video gaming has demonstrated altered cortical plasticity and improved baseline/acquisition of minimally invasive skills. The present study aimed to evaluate for skill acquisition associated with a commercially available dedicated laparoscopic video game (Underground) and its unique (laparoscopic-like) controller for the Nintendo®Wii U™ console...
February 14, 2018: Surgical Endoscopy
Daniela Villani, Claudia Carissoli, Stefano Triberti, Antonella Marchetti, Gabriella Gilli, Giuseppe Riva
INTRODUCTION: Emotion regulation (ER) supports multiple individual functions and promotes mental health and wellbeing. Among the tools that may be used to help people in managing their affective states, videogames are reaching attention and are showing positive effects. Yet, little is known about their effectiveness. OBJECTIVE: This study aims to assess the amount and quality of studies investigating the effects and modalities of the use of videogames for ER. MATERIALS AND METHODS: A systematic literature search according to PRISMA guidelines was performed...
February 9, 2018: Games for Health
Victoria Loerzel, John Clochesy, Patricia Geddie
INTRODUCTION: Older adults undergoing treatment for cancer are at risk for serious complications such as chemotherapy-induced nausea and vomiting (CINV). Older adults are often overwhelmed by information and under-manage cancer treatment-related side effects. New educational strategies such as serious gaming may help teach or reinforce key symptom self-management strategies. This paper describes how a community advisory board of older adults, their caregivers, and oncology nurses were consulted to develop a serious game for CINV...
February 2018: Applied Nursing Research: ANR
Maarten de Wit, Anna Beurskens, Barbara Piškur, Esther Stoffers, Albine Moser
BACKGROUND: Acquiring the theoretical and practical knowhow of conducting patient and public involvement (PPI) in research is not part of the traditional curriculum of researchers. Zuyd University of Applied Sciences and Huis voor de Zorg, a regional umbrella patient organization, therefore started a 1.5-year coaching programme. OBJECTIVE: To establish a community of practice by developing a PPI coaching programme for senior and junior health services researchers of Zuyd University...
February 8, 2018: Health Expectations: An International Journal of Public Participation in Health Care and Health Policy
Stefania Barbieri, Paolo Feltracco, Vittorio Lucchetta, Rosa Maria Gaudio, Alberto Tredese, Mauro Bergamini, Gianna Vettore, Vincenzo Pietrantonio, Francesco Maria Avato, Daniele Donato, Deris Gianni Boemo, Maria Vittoria Nesoti, Rossella Snenghi
BACKGROUND: NekNomination, also known as NekNominate, Neck and Nominate, or Neck Nomination, is a social network-based drinking game which is thought to have originated in Australia and spread all over the world between 2013 and 2014. Individuals record videos of themselves while rapidly drinking excessive quantities of alcoholic drinks (necking) and then nominate friends to outdo them within 24 hours; the videos are then posted on social media such as Facebook or YouTube. The consequences of this drinking game have been very dangerous; at least 5 people under age 30 years have died after drinking deadly cocktails, and many others have suffered from alcohol intoxication...
January 31, 2018: Interactive Journal of Medical Research
Randy Klaassen, Kim C M Bul, Rieks Op den Akker, Gert Jan van der Burg, Pamela M Kato, Pierpaolo Di Bitonto
Self monitoring, personal goal-setting and coaching, education and social support are strategies to help patients with chronic conditions in their daily care. Various tools have been developed, e.g., mobile digital coaching systems connected with wearable sensors, serious games and patient web portals to personal health records, that aim to support patients with chronic conditions and their caregivers in realizing the ideal of self-management. We describe a platform that integrates these tools to support young patients in diabetes self-management through educational game playing, monitoring and motivational feedback...
January 30, 2018: Sensors
James M Gerard, Anthony J Scalzo, Matthew A Borgman, Christopher M Watson, Chelsie E Byrnes, Todd P Chang, Marc Auerbach, David O Kessler, Brian L Feldman, Brian S Payne, Sohail Nibras, Riti K Chokshi, Joseph O Lopreiato
INTRODUCTION: We developed a first-person serious game, PediatricSim, to teach and assess performances on seven critical pediatric scenarios (anaphylaxis, bronchiolitis, diabetic ketoacidosis, respiratory failure, seizure, septic shock, and supraventricular tachycardia). In the game, players are placed in the role of a code leader and direct patient management by selecting from various assessment and treatment options. The objective of this study was to obtain supportive validity evidence for the PediatricSim game scores...
January 26, 2018: Simulation in Healthcare: Journal of the Society for Simulation in Healthcare
Avi D Goodman, Nicholas Lemme, Steven F DeFroda, Joseph A Gil, Brett D Owens
Background: Examination of the incidence of elbow dislocation and subluxation injuries in the collegiate athlete population is limited. Purpose: To determine the incidence of elbow dislocation and subluxation injuries in the National Collegiate Athletic Association (NCAA) and investigate the risk factors involved. Study Design: Descriptive epidemiology study. Methods: All elbow subluxation and dislocation injuries from the 2009-2010 through 2013-2014 academic years in the NCAA Injury Surveillance Program database were extracted...
January 2018: Orthopaedic Journal of Sports Medicine
Hege Mari Johnsen, Mariann Fossum, Pirashanthie Vivekananda-Schmidt, Ann Fruhling, Åshild Slettebø
Future nursing education is challenged to develop innovative and effective programs that align with current changes in health care and to educate nurses with a high level of clinical reasoning skills, evidence-based knowledge, and professional autonomy. Serious games (SGs) are computer-based simulations that combine knowledge and skills development with video game-playing aspects to enable active, experiential, situated, and problem-based learning. In a PhD project, a video-based SG was developed to teach nursing students nursing care for patients with chronic obstructive pulmonary disease in home health care and hospital settings...
January 1, 2018: Journal of Gerontological Nursing
Wouter M IJgosse, Harry van Goor, Jan-Maarten Luursema
BACKGROUND: Residents find it hard to commit to structural laparoscopic skills training. Serious gaming has been proposed as a solution on the premise that it is effective and more motivating than traditional simulation. We establish construct validity for the laparoscopic serious game Underground by comparing laparoscopic simulator performance for a control group and an Underground training group. METHODS: A four-session laparoscopic basic skills course is part of the medical master students surgical internship at the Radboud University Medical Centre...
January 18, 2018: Surgical Endoscopy
Chris Wilkins
A dozen or more regulatory frameworks have been proposed for legal cannabis but many of the "not-for-profit" options have yet to be developed in any detail, reducing the likelihood they will be seriously considered by policy makers. New Zealand's innovative "not-for-profit" regulatory regime for gaming machine gambling (i.e. "slot machines") has reversed the previous increase in gambling expenditure, empowered local councils to cap the number of gambling venues, and is unique in requiring the societies operating gaming machines to distribution 40% of the gross expenditure from machines (i...
January 12, 2018: International Journal on Drug Policy
Robert Olszewski, Piotr Pałka, Agnieszka Turek
To reduce energy consumption and improve residents' quality of life, "smart cities" should use not only modern technologies, but also the social innovations of the "Internet of Things" (IoT) era. This article attempts to solve transport problems in a smart city's office district by utilizing gamification that incentivizes the carpooling system. The goal of the devised system is to significantly reduce the number of cars, and, consequently, to alleviate traffic jams, as well as to curb pollution and energy consumption...
January 6, 2018: Sensors
Hege M Johnsen, Mariann Fossum, Pirashanthie Vivekananda-Schmidt, Ann Fruhling, Åshild Slettebø
BACKGROUND: Despite an increasing number of serious games (SGs) in nursing education, few evaluation studies specifically address their educational value in terms of face, content, and construct validity. OBJECTIVES: To assess nursing students' perceptions of a video-based SG in terms of face, content, and construct validity. In addition, the study assessed perceptions of usability, individual factors, and preferences regarding future use. DESIGN: A pilot study was conducted...
December 28, 2017: Nurse Education Today
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