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https://www.readbyqxmd.com/read/28301968/lost-in-the-chaos-flawed-literature-should-not-generate-new-disorders
#1
Antonius J Van Rooij, Daniel Kardefelt-Winther
The paper by Kuss, Griffiths, and Pontes (2016) titled "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" examines issues relating to the concept of Internet Gaming Disorder. We agree that there are serious issues and extend their arguments by suggesting that the field lacks basic theory, definitions, patient research, and properly validated and standardized assessment tools. As most studies derive data from survey research in functional populations, they exclude people with severe functional impairment and provide only limited information on the hypothesized disorder...
March 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28295887/serious-games-for-mental-health
#2
EDITORIAL
L M Reynolds, P Hodge, A Simpson
Today the use of digital technology available to inform, train and educate is ubiquitous, with everyday lives seemingly becoming immersed in technology (Howard-Jones 2011). Further, the recently published UK digital strategy provides the structure to enable free access to digital skills training for everyone in the UK (Department for Culture Media and Sport 2017). As part of the digital technology toolset, serious games hold the promise of relatively low risk experiential learning-curves that are engaging, fun and desirable...
March 12, 2017: Journal of Psychiatric and Mental Health Nursing
https://www.readbyqxmd.com/read/28287036/collective-effectiveness-in-the-xv-de-france-selections-and-time-matter
#3
Adrien Sedeaud, Guillaume Saulière, Laurie-Anne Marquet, Scott Del Vecchio, Avner Bar-Hen, Jean-François Toussaint
The aim of this study was to quantify the impact of selections and shared selections in the rugby union. Players' names, positions, and number of selections were collected for all XV de France's games (1906-2014). Every team's percentage of renewal of workforce was calculated for backs and forwards. During the 1987-2014 period, all second row forwards (locks), halfbacks, and centres' shared selections (number of times when two players have competed together) were recreated. The Best vs. Rest method was applied to these remodelled dyads...
March 13, 2017: European Journal of Sport Science
https://www.readbyqxmd.com/read/28281117/game-based-training-improves-the-surgeon-s-situational-awareness-in-the-operation-room-a-randomized-controlled-trial
#4
Maurits Graafland, Willem A Bemelman, Marlies P Schijven
BACKGROUND: Equipment-related malfunctions directly relate to one-fourth of the adverse events in the surgical theater. A serious game trains residents to recognize and respond to equipment problems in minimally invasive surgery (MIS). These include disturbed vision, gas transport, electrocautery, and pathophysiological disturbances. This randomized controlled trial explores whether game-based training improves surgical residents' response to equipment-related problems during surgery...
March 9, 2017: Surgical Endoscopy
https://www.readbyqxmd.com/read/28281111/validation-of-the-mobile-serious-game-application-touch-surgery%C3%A2-for-cognitive-training-and-assessment-of-laparoscopic-cholecystectomy
#5
Karl-Friedrich Kowalewski, Jonathan D Hendrie, Mona W Schmidt, Tanja Proctor, Sai Paul, Carly R Garrow, Hannes G Kenngott, Beat P Müller-Stich, Felix Nickel
BACKGROUND: Touch Surgery(™) (TS) is a serious gaming application for cognitive task simulation and rehearsal of key steps in surgical procedures. The aim was to establish face, content, and construct validity of TS for laparoscopic cholecystectomy (LC). Furthermore, learning curves with TS and a virtual reality (VR) trainer were compared in a randomized trial. METHODS: The performance of medical students and general surgeons was compared for all three modules of LC in TS to establish construct validity...
March 9, 2017: Surgical Endoscopy
https://www.readbyqxmd.com/read/28279950/insuonline-an-electronic-game-for-medical-education-on-insulin-therapy-a-randomized-controlled-trial-with-primary-care-physicians
#6
Leandro Arthur Diehl, Rodrigo Martins Souza, Pedro Alejandro Gordan, Roberto Zonato Esteves, Izabel Cristina Meister Coelho
BACKGROUND: Most patients with diabetes mellitus (DM) are followed by primary care physicians, who often lack knowledge or confidence to prescribe insulin properly. This contributes to clinical inertia and poor glycemic control. Effectiveness of traditional continuing medical education (CME) to solve that is limited, so new approaches are required. Electronic games are a good option, as they can be very effective and easily disseminated. OBJECTIVE: The objective of our study was to assess applicability, user acceptance, and educational effectiveness of InsuOnline, an electronic serious game for medical education on insulin therapy for DM, compared with a traditional CME activity...
March 9, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/28277035/ultrastructural-study-of-liver-and-lead-tissue-concentrations-in-young-mallard-ducks-anas-platyrhynchos-after-ingestion-of-single-lead-shot
#7
Alain Pineau, Bernard Fauconneau, Eric Plouzeau, Béatrice Fernandez, Nathalie Quellard, Pierre Levillain, Olivier Guillard
Lead (Pb) represents a serious threat to wildlife and ecosystems. The aim of this study was to examine the subcellular effects of dietary Pb pellet ingestion on mallard (Anas platyrhynchos) livers. After ingestion of a single Pb shot (LS4 size class: 0.177 ± 0.03 g) in 41 mallard ducks (22 males and 19 females) versus 10 controls (5 males and 5 females) all 7-week old, a morphologic study was conducted by TEM (transmission electron microscopy) of liver at the subcellular level. The results in treated mallards showed at a magnification of 2 500 X that hepatic parenchyma was altered as evidenced by intralysosomal electron-dense deposits, which are compatible with Pb deposits...
February 22, 2017: Journal of Toxicology and Environmental Health. Part A
https://www.readbyqxmd.com/read/28275895/-emotiplay-a-serious-game-for-learning-about-emotions-in-children-with-autism-results-of-a-cross-cultural-evaluation
#8
S Fridenson-Hayo, S Berggren, A Lassalle, S Tal, D Pigat, N Meir-Goren, H O'Reilly, S Ben-Zur, S Bölte, S Baron-Cohen, O Golan
Children with autism spectrum conditions (ASC) experience difficulties recognizing others' emotions and mental states. It has been shown that serious games (SG) can produce simplified versions of the socio-emotional world. The current study performed a cross-cultural evaluation (in the UK, Israel and Sweden) of Emotiplay's SG, a system aimed to teach emotion recognition (ER) to children with ASC in an entertaining, and intrinsically motivating way. Participants were 6-9 year olds with high functioning ASC who used the SG for 8-12 weeks...
March 8, 2017: European Child & Adolescent Psychiatry
https://www.readbyqxmd.com/read/28269584/virtual-reality-for-pediatric-neuro-rehabilitation-adaptive-visual-feedback-of-movement-to-engage-the-mirror-neuron-system
#9
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/28268719/exploring-various-orientation-measurement-approaches-applied-to-a-serious-game-system-for-functional-rehabilitation
#10
Halim Tannous, Dan Istrate, Aziz Benlarbi-Delai, Julien Sarrazin, Mohamad Idriss, Marie-Christine Ho Ba Tho, Tien Tuan Dao
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 KinectTM 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/28264717/mobile-exergaming-for-health-effects-of-a-serious-game-application-for-smartphones-on-physical-activity-and-exercise-adherence-in-type-2-diabetes-mellitus-study-protocol-for-a-randomized-controlled-trial
#11
Christoph Höchsmann, Steffen P Walz, Juliane Schäfer, Jussi Holopainen, Henner Hanssen, Arno Schmidt-Trucksäss
BACKGROUND: Exergaming is a novel approach to increase motivation for regular physical activity (PA) among sedentary individuals such as patients with type 2 diabetes mellitus (T2DM). Because existing exergames do not offer fitness-level adjusted, individualized workouts and are normally stationary (TV bound), thus not enabling PA anywhere and at any time, we developed a smartphone-based, game-like software application (MOBIGAME) specifically designed for middle-aged T2DM patients to induce a healthier, more active lifestyle as part of successful T2DM treatment and management...
March 6, 2017: Trials
https://www.readbyqxmd.com/read/28241024/an-evolutionarily-stable-strategy-and-the-critical-point-of-hog-futures-trading-entities-based-on-replicator-dynamic-theory-2006-2015-data-for-china-s-22-provinces
#12
Jinbo Pang, Lingfei Deng, Gangyi Wang
Although frequent fluctuations in domestic hog prices seriously affect the stability and robustness of the hog supply chain, hog futures (an effective hedging instrument) have not been listed in China. To better understand hog futures market hedging, it is important to study the steady state of intersubjective bidding. This paper uses evolutionary game theory to construct a game model between hedgers and speculators in the hog futures market, and replicator dynamic equations are then used to obtain the steady state between the two trading entities...
2017: PloS One
https://www.readbyqxmd.com/read/28236867/medication-errors-in-anesthesia-unacceptable-or-unavoidable
#13
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...
March 2017: Brazilian Journal of Anesthesiology
https://www.readbyqxmd.com/read/28231024/incorporating-behavioral-techniques-into-a-serious-videogame-for-children
#14
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
#15
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
#16
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
#17
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
#18
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
#19
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
#20
RANDOMIZED CONTROLLED TRIAL
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
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