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https://www.readbyqxmd.com/read/29784634/evaluation-of-app-based-serious-gaming-as-a-training-method-in-teaching-chest-tube-insertion-to-medical-students-randomized-controlled-trial
#1
Patrick Haubruck, Felix Nickel, Julian Ober, Tilman Walker, Christian Bergdolt, Mirco Friedrich, Beat Peter Müller-Stich, Franziska Forchheim, Christian Fischer, Gerhard Schmidmaier, Michael C Tanner
BACKGROUND: The insertion of a chest tube should be as quick and accurate as possible to maximize the benefit and minimize possible complications for the patient. Therefore, comprehensive training and assessment before an emergency situation are essential for proficiency in chest tube insertion. Serious games have become more prevalent in surgical training because they enable students to study and train a procedure independently, and errors made have no effect on patients. However, up-to-date evidence regarding the effect of serious games on performance in procedures in emergency medicine remains scarce...
May 21, 2018: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/29768472/progame-a-process-framework-for-serious-game-development-for-motor-rehabilitation-therapy
#2
Esperança Amengual Alcover, Antoni Jaume-I-Capó, Biel Moyà-Alcover
Serious game development for rehabilitation therapy is becoming increasingly popular because of the motivational advantages that these types of applications provide. Consequently, the need for a common process framework for this category of software development has become increasingly evident. The goal is to guarantee that products are developed and validated by following a coherent and systematic method that leads to high-quality serious games. This paper introduces a new process framework for the development of serious games for motor rehabilitation therapy...
2018: PloS One
https://www.readbyqxmd.com/read/29764629/an-open-randomized-controlled-study-comparing-an-online-text-based-scenario-and-a-serious-game-by-belgian-and-swiss-pharmacy-students
#3
Jérôme Berger, Noura Bawab, Jeremy De Mooij, Denise Sutter Widmer, Nicolas Szilas, Carine De Vriese, Olivier Bugnon
INTRODUCTION: To compare online learning tools, looped, branch serious game (SG) and linear text-based scenario (TBS), among a sample of Belgian and Swiss pharmacy students. METHODS: Open randomized controlled study. The lesson was based on the case of a benign cough in a healthy child. A randomized sample of 117 students: only the Swiss students had attended a previous lecture on coughs. Participation rate, pre- and post-experience Likert scales and students' clinical knowledge were measured...
March 2018: Currents in Pharmacy Teaching & Learning
https://www.readbyqxmd.com/read/29754119/a-pilot-study-and-brief-overview-of-rehabilitation-via-virtual-environment-in-patients-suffering-from-dementia
#4
Th Fasilis, P Patrikelis, A Siatouni, A Alexoudi, A Veretzioti, L Zachou, S-St Gatzonis
Dementia is one of the increasing problems of modern societies. The immediate cure is not a possible solution, at least at the moment, but science has found a number of new ways to retard and under specific conditions to halt its development. A potential, and constantly evolving scientific field is the use of Computerized Cognitive Rehabilitation (CCR) and Virtual Environments (Vr.E). According to the existing literature, subjecting patients to various neuro-rehabilitative conditions within 3D virtual environments, allows them to obtain significant therapeutic benefits in which both transferability and durations over time are observed, in relation to the training period of the intervention...
January 2018: Psychiatrikē, Psychiatriki
https://www.readbyqxmd.com/read/29703717/fifty-years-of-preventing-and-treating-childhood-behaviour-disorders-a-systematic-review-to-inform-policy-and-practice
#5
REVIEW
Charlotte Waddell, Christine Schwartz, Caitlyn Andres, Jenny Lou Barican, Donna Yung
QUESTION: Oppositional defiant and conduct disorders (ODD and CD) start early and persist, incurring high individual and collective costs. To inform policy and practice, we therefore asked: What is the best available research evidence on preventing and treating these disorders? STUDY SELECTION AND ANALYSIS: We sought randomised controlled trials (RCTs) evaluating interventions addressing the prevention or treatment of behaviour problems in individuals aged 18 years or younger...
May 2018: Evidence-based Mental Health
https://www.readbyqxmd.com/read/29688818/serious-gaming-to-support-exercise-therapy-for-patients-with-chronic-nonspecific-low-back-pain-a-feasibility-study
#6
Thomas Matheve, Guido Claes, Enzo Olivieri, Annick Timmermans
OBJECTIVE: To investigate the feasibility of a functional exercise program supported by serious gaming for patients with chronic nonspecific low back pain (LBP). METHODS: Ten patients with chronic nonspecific LBP and an underlying motor control impairment were recruited. Subjects performed a partially supervised exercise program (36 sessions, 18 weeks) that included 30 minutes of general conditioning and 90 minutes of individually tailored functional motor control exercises (MCEs)...
April 24, 2018: Games for Health
https://www.readbyqxmd.com/read/29686977/a-prototype-exercise-empowerment-mobile-video-game-for-children-with-cancer-and-its-usability-assessment-developing-digital-empowerment-interventions-for-pediatric-diseases
#7
Carol S Bruggers, Sabrina Baranowski, Mathew Beseris, Rachel Leonard, Derek Long, Elizabeth Schulte, Ashton Shorter, Rowan Stigner, Clinton C Mason, Alisa Bedrov, Ian Pascual, Grzegorz Bulaj
Background: Medical advances continue to improve morbidity and mortality of serious pediatric diseases, including cancer, driving research addressing diminished physical and psychological quality of life in children with these chronic conditions. Empowerment enhances resilience and positively influences health, disease, and therapy understanding. We describe the development and usability assessment of a prototype Empower Stars! mobile video game grounded in behavioral and exercise theories with the purpose of coupling physical exercise with empowerment over disease in children with cancer...
2018: Frontiers in Pediatrics
https://www.readbyqxmd.com/read/29673905/-cardiovascular-adverse-effects-of-antimuscarinics-used-in-the-treatment-of-overactive-bladder-in-the-elderly-a-review
#8
C Chesnel, A Charlanes, C Hentzen, N Turmel, X Biardeau, C Brochard, S Campagne, G Capon, X Deffieux, B Fatton, X Gamé, R Haddad, C Jeandel, J Kerdraon, P Manceau, P Mares, M Mezzadri, P Mongiat-Artus, A-C Petit, B Peyronnet, J-M Soler, C Thuillier, J-M Vetel, G Robain, G Amarenco
AIM: The aim of this study was to review the evidence regarding the cardiovascular effects of urinary anticholinergic drugs in the elderly. METHODS: A literature review was conducted in October 2017 using the Medline/Pubmed database limiting the search to works in English or French. RESULTS: In total, 602 articles between March 1964 and October 2017 have been reported, 60 studies were analyzed, 19 were prospective trials. Geriatric population has a high prevalence of cardiovascular diseases (24...
April 16, 2018: Progrès en Urologie
https://www.readbyqxmd.com/read/29672256/an-analysis-of-vr-technology-used-in-immersive-simulations-with-a-serious-game-perspective
#9
Aline Menin, Rafael Torchelsen, Luciana Nedel
Using virtual environments (VEs) is a safer and cost-effective alternative to executing dangerous tasks, such as training firefighters and industrial operators. Immersive virtual reality (VR) combined with game aspects have the potential to improve the user experience in the VE by increasing realism, engagement, and motivation. This article investigates the impact of VR technology on 46 immersive gamified simulations with serious purposes and classifies it towards a taxonomy. Our findings suggest that immersive VR improves simulation outcomes, such as increasing learning gain and knowledge retention and improving clinical outcomes for rehabilitation...
March 2018: IEEE Computer Graphics and Applications
https://www.readbyqxmd.com/read/29652562/serious-gaming-a-tool-to-educate-health-care-providers-about-domestic-violence
#10
Robin Mason, Linda Turner
Due to the adverse health effects, victims of domestic violence are frequently seen in the health care system. Yet, health care providers may lack the training to assist them. Online curricula can be an effective instructional tool. Our competency-based, serious video game, Responding to Domestic Violence in Clinical Settings, was designed to address health care providers' knowledge gaps through 17 modules, each a half hour in length. Nearly 9,000 participants completed at least one module; nursing students completed the most modules, approximately five hours of instruction...
April 13, 2018: Health Care for Women International
https://www.readbyqxmd.com/read/29650348/the-effectiveness-of-a-serious-game-to-enhance-empathy-for-care-workers-for-people-with-disabilities-a-parallel-randomized-controlled-trial
#11
P S Sterkenburg, V S Vacaru
BACKGROUND: Empathic care is fundamental in healthcare settings and is associated to several positive outcomes for care workers (i.e. burnout, compassion satisfaction) and patients (i.e. therapeutic alliance, trust, wellbeing). Yet, studies showed a decrease in empathy in care workers, which is argued to be a product of personal distress. Thus, interventions should aim at enhancing empathy in care workers working for vulnerable populations to ensure optimal client-carer relationships...
April 4, 2018: Disability and Health Journal
https://www.readbyqxmd.com/read/29644897/the-feasibility-acceptability-and-preliminary-efficacy-of-a-low-cost-virtual-reality-based-upper-limb-stroke-rehabilitation-device-a-mixed-methods-study
#12
Alyson Warland, Ioannis Paraskevopoulos, Emmanuel Tsekleves, Jennifer Ryan, Alexander Nowicky, Joanne Griscti, Hannah Levings, Cherry Kilbride
PURPOSE: To establish feasibility, acceptability, and preliminary efficacy of an adapted version of a commercially available, virtual-reality gaming system (the Personalised Stroke Therapy system) for upper-limb rehabilitation with community dwelling stroke-survivors. METHOD: Twelve stroke-survivors (nine females, mean age 58 years, [standard deviation 7.1], median stroke chronicity 42 months [interquartile range 34.7], Motricity index 14-25 for shoulder and elbow) were asked to complete nine, 40-min intervention sessions using two activities on the system over 3 weeks...
April 12, 2018: Disability and Rehabilitation
https://www.readbyqxmd.com/read/29588271/development-of-an-exergame-to-deliver-a-sustained-dose-of-high-intensity-training-formative-pilot-randomized-trial
#13
Thomas McBain, Matthew Weston, Paul Crawshaw, Catherine Haighton, Iain Spears
BACKGROUND: Sport science can play a critical role in reducing health inequalities. The inverse relationship between life expectancy, cardiorespiratory fitness, and socioeconomic status could be addressed by performing high-intensity training (HIT), delivered in a class salient and accessible approach. Commercially available exergames have shown encouraging compliance rates but are primarily designed for entertainment purposes rather than focusing on health-related outcomes. A serious game tailored toward delivering an exercise stimulus, while reducing the aversive protocols associated with HIT, could be beneficial to engage and improve health outcomes in socially deprived males...
March 27, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29582952/-exome-analysis-a-game-changer-in-pediatrics
#14
REVIEW
Asaf Ta-Shma, Simon Edvardson, Orly Elpeleg, Polina Stepensky
Thirteen years after the completion of the human genome project, the determination of the genomic sequence of the coding parts of the DNA (the exones, hence the exome), has turned into a primary diagnostic tool in daily use in clinical practice. The Department of Genetics at Hadassah was the first in Israel to introduce exome analysis as a robust diagnostic tool into the pediatric departments. Till now 2600 exomes were analyzed at Hadassah, 850 of them in 2016 alone. Exome analysis is cheap and fast, enabling precise and non-invasive diagnosis for a vast array of genetic disorders and congenital malformations...
March 2018: Harefuah
https://www.readbyqxmd.com/read/29580195/sex-differences-in-the-association-between-gaming-and-serious-violence-among-predominantly-african-american-youth
#15
Jason E Goldstick, Jessica S Roche, Patrick M Carter, Brooke J Arterberry, Erin E Bonar, Maureen A Walton, Marc Zimmerman, Rebecca M Cunningham
Video gaming, a remarkably popular hobby in the United States, has been consistently identified as a correlate of aggressive behavior, and this association is not limited to violent video gaming. Prior studies of sex differences in the association between video gaming and aggression have not controlled for other well-known violence correlates (e.g., substance use, community violence exposure, violence attitudes) or focused primarily on high-risk youth. In this study, we used data from an emergency department in Flint, Michigan ( N = 409, 59...
March 1, 2018: Journal of Interpersonal Violence
https://www.readbyqxmd.com/read/29573165/a-rapid-review-of-serious-games-from-healthcare-education-to-dental-education
#16
K Sipiyaruk, J E Gallagher, S Hatzipanagos, P A Reynolds
INTRODUCTION: Games involving technology have the potential to enhance hand-eye coordination and decision-making skills. As a result, game characteristics have been applied to education and training, where they are known as serious games. There is an increase in the volume of literature on serious games in healthcare education; however, evidence on their impact is still ambiguous. AIMS: The aims of this study were (i) to identify high-quality evidence (systematic reviews or meta-analyses) regarding impacts of serious games on healthcare education; and (ii) to explore evidence regarding impacts of serious games in dental education...
March 24, 2018: European Journal of Dental Education: Official Journal of the Association for Dental Education in Europe
https://www.readbyqxmd.com/read/29570132/xanthomatous-cells-in-cutaneous-graft-versus-host-disease-biopsies-a-clue-for-the-diagnosis-of-hepatic-graft-versus-host-disease
#17
Denise Gamé, Lucia López, Concepción Román, Ángel Santos-Briz
Graft-versus-host disease (GVHD) is one of the most common and serious complications of hematopoietic stem-cell transplantation that mainly affects the skin, gastrointestinal tract, and liver. Hepatic GVHD is associated with high morbidity and mortality, and its diagnosis can be especially challenging because of nonspecific clinical signs and symptoms. It must be suspected in patients with elevated liver enzymes and cholestasis, especially in those with a history of preceding skin rash and diarrhea. We describe 3 patients with cutaneous and hepatic GVHD that presented with severe hypercholesterolemia and hypertriglyceridemia, and no xanthomatous macular lesions, in which cutaneous biopsies revealed the presence of xanthomatous dermal histiocytes...
March 21, 2018: American Journal of Dermatopathology
https://www.readbyqxmd.com/read/29559425/virtual-travel-training-for-autism-spectrum-disorder-proof-of-concept-interventional-study
#18
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
https://www.readbyqxmd.com/read/29558653/generative-adversarial-network-based-telecom-fraud-detection-at-the-receiving-bank
#19
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
https://www.readbyqxmd.com/read/29549206/effectiveness-of-serious-games-and-impact-of-design-elements-on-engagement-and-educational-outcomes-in-healthcare-professionals-and-students-a-systematic-review-and-meta-analysis-protocol
#20
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
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