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https://www.readbyqxmd.com/read/28642567/mouthguard-use-may-reduce-dentofacial-injuries-in-field-hockey-players
#1
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
#2
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
#3
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
#4
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
https://www.readbyqxmd.com/read/28588222/collective-navigation-of-complex-networks-participatory-greedy-routing
#5
Kaj-Kolja Kleineberg, Dirk Helbing
Many networks are used to transfer information or goods, in other words, they are navigated. The larger the network, the more difficult it is to navigate efficiently. Indeed, information routing in the Internet faces serious scalability problems due to its rapid growth, recently accelerated by the rise of the Internet of Things. Large networks like the Internet can be navigated efficiently if nodes, or agents, actively forward information based on hidden maps underlying these systems. However, in reality most agents will deny to forward messages, which has a cost, and navigation is impossible...
June 6, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28579968/problem-gambling-among-adolescent-girls-in-croatia-the-role-of-different-psychosocial-predictors
#6
Aleksandra Huic, Dora Dodig Hundric, Valentina Kranzelic, Neven Ricijas
Although, compared to boys, adolescent girls gamble less often and less problematically, prevalence studies still show significant numbers of at risk/problem gamblers among girls. However, girl gambling has been on the sidelines of adolescent gambling research. The available studies usually focus only on a narrow set of correlates often ignoring that adolescent gambling is a complex phenomenon determined by various factors. Also, they often measure gambling related consequences with instruments that are not specifically developed for use on adolescents...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28566987/evaluating-motivation-for-the-use-of-an-electronic-health-record-simulation-game
#7
Alexander McLeod, Barbara Hewitt, David Gibbs, Caitlin Kristof
Experiential learning via simulation offers a variety of benefits including reduced risks, repetitive exposure, and mastery of complex processes. How to motivate people to engage in and enjoy playing games is an important concept in the creation of serious games focused on learning new skills. This study sought to determine the motivators that increase users' pleasurable experience when playing an electronic health record simulation game. To examine how intrinsic and extrinsic motivation affected both engagement and enjoyment, we surveyed students of health professions at one university...
2017: Perspectives in Health Information Management
https://www.readbyqxmd.com/read/28564622/suitability-of-functional-evaluation-embedded-in-serious-game-rehabilitation-exercises-to-assess-motor-development-across-lifespan
#8
B Bonnechère, V Sholukha, L Omelina, M Van Vooren, B Jansen, S Van Sint Jan
The aim of this study was to determine if the results of activities performed using specially developed serious games for physical rehabilitation could be used as an indicator of the natural maturation and decline of motor control in healthy participants. Eighty-one participants (19 children (5-15 years old), 40 adults (18-65 years old) and 22 aged subjects (60-88 years old) participated in this study. Motions performed were recorded using the Kinect sensor. Three different exercises embedded in the games were used to assess upper limb, trunk and lower limb control...
May 25, 2017: Gait & Posture
https://www.readbyqxmd.com/read/28549484/the-effects-of-a-psychological-intervention-directed-at-optimizing-immune-function-study-protocol-for-a-randomized-controlled-trial
#9
Lemmy Schakel, Dieuwke S Veldhuijzen, Henriët van Middendorp, Corine Prins, Simone A Joosten, Tom H M Ottenhoff, Leo G Visser, Andrea W M Evers
BACKGROUND: Previous research has provided evidence for the link between psychological processes and psychophysiological health outcomes. Psychological interventions, such as face-to-face or online cognitive behavioral therapy (CBT) and serious games aimed at improving health, have shown promising results in promoting health outcomes. Few studies so far, however, have examined whether Internet-based CBT combined with serious gaming elements is effective in modulating health outcomes. Moreover, studies often did not incorporate psychophysiological or immunological challenges in order to gain insight into physiological responses to real-life challenges after psychological interventions...
May 26, 2017: Trials
https://www.readbyqxmd.com/read/28536062/a-systematic-review-of-gamification-in-e-health
#10
REVIEW
Lamyae Sardi, Ali Idri, José Luis Fernández-Alemán
Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits. While many fields such as Business, Marketing and e-Learning have taken advantage of the potential of gamification, the digital healthcare domain has also started to exploit this emerging trend. This paper aims to summarize the current knowledge regarding gamified e-Health applications...
May 20, 2017: Journal of Biomedical Informatics
https://www.readbyqxmd.com/read/28527226/play-seriously-effectiveness-of-serious-games-and-their-features-in-motor-rehabilitation-a-meta-analysis
#11
Diana Tăut, Sebastian Pintea, Jan-Paul W R Roovers, Miguel-Angel Mañanas, Adriana Băban
BACKGROUND: Evidence for the effectiveness of serious games (SGs) and their various features is inconsistent in the motor rehabilitation field, which makes evidence based development of SGs a rare practice. OBJECTIVE: To investigate the effectiveness of SGs in motor rehabilitation for upper limb and movement/balance and to test the potential moderating role of SGs features like feedback, activities, characters and background. METHODS: We ran a meta-analysis including 61 studies reporting randomized controlled trials (RCTs), controlled trials (CTs) or case series designs in which at least one intervention for motor rehabilitation included the use of SGs as standalone or in combination...
May 19, 2017: NeuroRehabilitation
https://www.readbyqxmd.com/read/28521248/designing-and-evaluating-the-effectiveness-of-a-serious-game-for-safe-administration-of-blood-transfusion-a-randomized-controlled-trial
#12
Apphia Jia Qi Tan, Cindy Ching Siang Lee, Patrick Yongxing Lin, Simon Cooper, Lydia Siew Tiang Lau, Wei Ling Chua, Sok Ying Liaw
BACKGROUND: Preparing nursing students for the knowledge and skills required for the administration and monitoring of blood components is crucial for entry into clinical practice. Serious games create opportunities to develop this competency, which can be used as a self-directed learning strategy to complement existing didactic learning and simulation-based strategies. AIM: To describe the development and evaluation of a serious game to improve nursing students' knowledge, confidence, and performance in blood transfusion...
May 6, 2017: Nurse Education Today
https://www.readbyqxmd.com/read/28512082/medical-student-evaluation-with-a-serious-game-compared-to-multiple-choice-questions-assessment
#13
Julien Adjedj, Gregory Ducrocq, Claire Bouleti, Louise Reinhart, Eleonora Fabbro, Yedid Elbez, Quentin Fischer, Antoine Tesniere, Laurent Feldman, Olivier Varenne
BACKGROUND: The gold standard for evaluating medical students' knowledge is by multiple choice question (MCQs) tests: an objective and effective means of restituting book-based knowledge. However, concerns have been raised regarding their effectiveness to evaluate global medical skills. Furthermore, MCQs of unequal difficulty can generate frustration and may also lead to a sizable proportion of close results with low score variability. Serious games (SG) have recently been introduced to better evaluate students' medical skills...
May 16, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28499120/characterising-bias-in-regulatory-risk-and-decision-analysis-an-analysis-of-heuristics-applied-in-health-technology-appraisal-chemicals-regulation-and-climate-change-governance
#14
Brian H MacGillivray
In many environmental and public health domains, heuristic methods of risk and decision analysis must be relied upon, either because problem structures are ambiguous, reliable data is lacking, or decisions are urgent. This introduces an additional source of uncertainty beyond model and measurement error - uncertainty stemming from relying on inexact inference rules. Here we identify and analyse heuristics used to prioritise risk objects, to discriminate between signal and noise, to weight evidence, to construct models, to extrapolate beyond datasets, and to make policy...
May 9, 2017: Environment International
https://www.readbyqxmd.com/read/28495264/community-engagement-and-integrated-health-and-polio-immunisation-campaigns-in-conflict-affected-areas-of-pakistan-a-cluster-randomised-controlled-trial
#15
Muhammad Atif Habib, Sajid Soofi, Simon Cousens, Saeed Anwar, Najib Ul Haque, Imran Ahmed, Noshad Ali, Rehman Tahir, Zulfiqar A Bhutta
BACKGROUND: Pakistan faces huge challenges in eradicating polio due to widespread poliovirus transmission and security challenges. Innovative interventions are urgently needed to strengthen community buy-in, to increase the coverage of oral polio vaccine (OPV) and other routine immunisations, and to enhance immunity through the introduction of inactivated polio vaccine (IPV) in combination with OPV. We aimed to evaluate the acceptability and effect on immunisation coverage of an integrated strategy for community engagement and maternal and child health immunisation campaigns in insecure and conflict-affected polio-endemic districts of Pakistan...
June 2017: Lancet Global Health
https://www.readbyqxmd.com/read/28490419/development-usability-and-efficacy-of-a-serious-game-to-help-patients-learn-about-pain-management-after-surgery-an-evaluation-study
#16
Brynja Ingadottir, Katrin Blondal, David Thue, Sigridur Zoega, Ingela Thylen, Tiny Jaarsma
BACKGROUND: Postoperative pain is a persistent problem after surgery and can delay recovery and develop into chronic pain. Better patient education has been proposed to improve pain management of patients. Serious games have not been previously developed to help patients to learn how to manage their postoperative pain. OBJECTIVE: The aim of this study was to describe the development of a computer-based game for surgical patients to learn about postoperative pain management and to evaluate the usability, user experience, and efficacy of the game...
May 10, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28490019/serious-games-the-future-of-psychotherapy-proposal-of-an-integrative-model
#17
Thomas Fovet, Jean-Arthur Micoulaud-Franchi, Renaud Jardri, David E J Linden, Ali Amad
No abstract text is available yet for this article.
2017: Psychotherapy and Psychosomatics
https://www.readbyqxmd.com/read/28489067/a-study-protocol-for-applying-user-participation-and-co-learning-lessons-learned-from-the-ebalance-project
#18
Anna Cristina Åberg, Kjartan Halvorsen, Ingrid From, Åsa Bergman Bruhn, Lars Oestreicher, Anita Melander-Wikman
The eBalance project is based on the idea that serious exergames-i.e., computer gaming systems with an interface that requires physical exertion to play-that are well adapted to users, can become a substantial part of a solution to recognized problems of insufficient engagement in fall-prevention exercise and the high levels of fall-related injuries among older people. This project is carried out as a collaboration between eight older people who have an interest in balance training and met the inclusion criteria of independence in personal activities of daily living, access to and basic knowledge of a computer, four staff working with the rehabilitation of older adults, and an interdisciplinary group of six research coordinators covering the areas of geriatric care and rehabilitation, as well as information technology and computer science...
May 10, 2017: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/28486981/patients-willingness-to-pay-for-the-treatment-of-tuberculosis-in-nigeria-exploring-own-use-and-altruism
#19
Ogbonnia G Ochonma, Obinna E Onwujekwe
BACKGROUND: Although, current treatment services for Tuberculosis (TB) in Nigeria are provided free of charge in public facilities, the benefits (value) that patients attach to such service is not known. In addition, the prices that could be charged for treatment in case government and its partners withdraw from the provision of free services or inclusion of the services in health insurance plans are not known. Hence, there is a need to elicit the maximum amounts that patients are willing to pay for TB treatment services, both for themselves and for the very poor patients that may not be able to pay if some user fees are introduced (altruistic willingness to pay)...
May 10, 2017: International Journal for Equity in Health
https://www.readbyqxmd.com/read/28476478/kids-learn-how-to-save-lives-in-the-school-with-the-serious-game-relive
#20
Federico Semeraro, Antonio Frisoli, Claudio Loconsole, Nicola Mastronicola, Fabio Stroppa, Giuseppe Ristagno, Andrea Scapigliati, Luca Marchetti, Erga Cerchiari
INTRODUCTION: Relive is a serious game focusing on increasing kids and young adults' awareness on CPR. We evaluated the use of Relive on schoolchildren. METHODS: A longitudinal, prospective study was carried out in two high schools in Italy over a 8-month period, divided in three phases: baseline, competition, and retention. Improvement in schoolchildren's CPR awareness, in terms of knowledge (MCQ results) and skills (chest compression (CC) rate and depth), was evaluated...
July 2017: Resuscitation
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