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https://www.readbyqxmd.com/read/28423811/connecting-the-links-narratives-simulations-and-serious-games-in-prehospital-training
#1
Ilona Heldal, Per Backlund, Mikael Johannesson, Mikael Lebram, Lars Lundberg
Due to rapid and substantial changes in the health sector, collaboration and supporting technologies get more into focus. Changes in education and training are also required. Simulations and serious games (SSG) are often advocated as promising technologies supporting training of many and in the same manner, or increasing the skills necessary to deal with new, dangerous, complex or unexpected situations. The aim of this paper is to illustrate and discuss resources needed for planning and performing collaborative contextual training scenarios...
2017: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/28421566/precision-global-health-in-the-digital-age
#2
Antoine Flahault, Antoine Geissbuhler, Idris Guessous, Philippe Guérin, Isabelle Bolon, Marcel Salathé, Gérard Escher
Precision global health is an approach similar to precision medicine, which facilitates, through innovation and technology, better targeting of public health interventions on a global scale, for the purpose of maximising their effectiveness and relevance. Illustrative examples include: the use of remote sensing data to fight vector-borne diseases; large databases of genomic sequences of foodborne pathogens helping to identify origins of outbreaks; social networks and internet search engines for tracking communicable diseases; cell phone data in humanitarian actions; drones to deliver healthcare services in remote and secluded areas...
April 19, 2017: Swiss Medical Weekly
https://www.readbyqxmd.com/read/28414429/sub-lethal-lead-exposure-alters-movement-behavior-in-free-ranging-golden-eagles
#3
Frauke Ecke, Navinder J Singh, Jon M Arnemo, Anders Bignert, Björn Helander, Åsa M M Berglund, Hans Borg, Caroline Brojer, Karin Holm, Michael Lanzone, Tricia A Miller, Åke Nordström, Jannikke Raikkonen, Ilia Rodushkin, Erik Ågren, Birger Hörnfeldt
Lead poisoning of animals due to ingestion of fragments from lead-based ammunition in carcasses and offal of shot wildlife is acknowledged globally and raises great concerns about potential behavioral effects leading to increased mortality risks. Based on analyses of tracking data, we found that even sub-lethal lead concentrations in blood (25 ppb, wet weight), can likely negatively affect movement behavior (flight height and movement rate) of free-ranging scavenging Golden Eagles (Aquila chrysaetos). Lead levels in liver of recovered post-mortem analyzed eagles suggested that sub-lethal exposure increases the risk of mortality in eagles...
April 17, 2017: Environmental Science & Technology
https://www.readbyqxmd.com/read/28413998/optimising-treatment-strategies-for-adhd-in-adolescence-to-minimise-lost-in-transition-to-adulthood
#4
J K Buitelaar
The persistence of attention-deficit hyperactivity disorder (ADHD) from adolescence to adulthood is not matched by continuity of care in this transition period. Many adolescents with ADHD have poor medication adherence or even stop medication treatment, and use of behavioural interventions is also suboptimal. The present commentary focuses on treatment strategies that might improve effects of ADHD medication treatment by improving adherence in adolescents with ADHD and/or optimise behavioural interventions for ADHD in adolescence...
April 17, 2017: Epidemiology and Psychiatric Sciences
https://www.readbyqxmd.com/read/28400984/is-technology-present-in-frailty-technology-a-back-up-tool-for-dealing-with-frailty-in-the-elderly-a-systematic-review
#5
REVIEW
Iranzu Mugueta-Aguinaga, Begonya Garcia-Zapirain
This study analyzes the technologies used in dealing with frailty within the following areas: prevention, care, diagnosis and treatment. The aim of this paper is, on the one hand, to analyze the extent to which technology is present in terms of its relationship with frailty and what technological resources are used to treat it. Its other purpose is to define new challenges and contributions made by physiotherapy using technology. Eighty documents related to research, validation and/or the ascertaining of different types of hardware, software or both were reviewed in prominent areas...
April 2017: Aging and Disease
https://www.readbyqxmd.com/read/28398237/energy-efficiency-in-public-buildings-through-context-aware-social-computing
#6
Óscar García, Ricardo S Alonso, Javier Prieto, Juan M Corchado
The challenge of promoting behavioral changes in users that leads to energy savings in public buildings has become a complex task requiring the involvement of multiple technologies. Wireless sensor networks have a great potential for the development of tools, such as serious games, that encourage acquiring good energy and healthy habits among users in the workplace. This paper presents the development of a serious game using CAFCLA, a framework that allows for integrating multiple technologies, which provide both context-awareness and social computing...
April 11, 2017: Sensors
https://www.readbyqxmd.com/read/28398175/interactive-design-of-patient-oriented-video-games-for-rehabilitation-concept-and-application
#7
Giorgia Lupinacci, Gianluca Gatti, Corrado Melegari, Saverio Fontana
PURPOSE: Serious video-games are innovative tools used to train the motor skills of subjects affected by neurological disorders. They are often developed to train a specific type of patients and the rules of the game are standardly defined. A system that allows the therapist to design highly patient-oriented video-games, without specific informatics skills, is proposed. METHOD: The system consists of one personal computer, two screens, a Kinect™ sensor and a specific software developed here for the design of the video-games...
April 11, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28381393/who-is-still-playing-pok%C3%A3-mon-go-a-web-based-survey
#8
Peter Rasche, Anna Schlomann, Alexander Mertens
BACKGROUND: Poor physical activity is one of the major health care problems in Western civilizations. Various digital gadgets aiming to increase physical activity, such as activity trackers or fitness apps, have been introduced over recent years. The newest products are serious games that incorporate real-life physical activity into their game concept. Recent studies have shown that such games increase the physical activity of their users over the short term. OBJECTIVE: In this study, we investigated the motivational effects of the digital game "Pokémon Go" leading to continued use or abandonment of the game...
April 5, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28378129/peer-attachment-specific-patterns-of-internet-use-and-problematic-internet-use-in-male-and-female-adolescents
#9
Iris Reiner, Ana N Tibubos, Jochen Hardt, Kai Müller, Klaus Wölfling, Manfred E Beutel
Problematic internet use may lead to serious psychosocial dysfunction. Recent studies have found comparable prevalence in both male and female adolescents. We pursue the neglected questions how male and female adolescents differ regarding their patterns of internet use and how gender, peer attachment and patterns of use are related to pathological internet use. In 2410 adolescents (1307 girls and 1103 boys) aged 12-18 years from different types of school we assessed peer attachment, frequency and use of eight specific applications and indicators of pathological internet use...
April 4, 2017: European Child & Adolescent Psychiatry
https://www.readbyqxmd.com/read/28374263/relationship-between-individual-and-group-learning-in-a-marine-teleost-a-case-study-with-sea-bass-under-self-feeding-conditions
#10
David Benhaïm, Ferrari Sébastien, Tatiana Colchen, Béatrice Chatain, Marie-Laure Bégout
Fish learning and cognition are usually approached by testing single individuals in various devices such as mazes that have serious drawbacks, especially in gregarious species, including the stress induced by the test procedure. This might impair the results and lead to misinterpretation about the learning abilities of the targeted species. In order to provide an alternative to the individual-based tests, we investigated for the first time the operant conditioning of four similar groups (50 individuals per tank) of sea bass...
April 3, 2017: Learning & Behavior
https://www.readbyqxmd.com/read/28360025/design-and-implementation-of-a-novel-web-based-e-learning-tool-for-education-of-health-professionals-on-the-antibiotic-vancomycin
#11
Stuart Evan Bond, Shelley P Crowther, Suman Adhikari, Adriana J Chubaty, Ping Yu, Jay P Borchard, Craig Steven Boutlis, Wilfred Winston Yeo, Spiros Miyakis
BACKGROUND: Traditional approaches to health professional education are being challenged by increased clinical demands and decreased available time. Web-based e-learning tools offer a convenient and effective method of delivering education, particularly across multiple health care facilities. The effectiveness of this model for health professional education needs to be explored in context. OBJECTIVES: The study aimed to (1) determine health professionals' experience and knowledge of clinical use of vancomycin, an antibiotic used for treatment of serious infections caused by methicillin-resistant Staphylococcus aureus (MRSA) and (2) describe the design and implementation of a Web-based e-learning tool created to improve knowledge in this area...
March 30, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/28359181/serious-games-for-upper-limb-rehabilitation-a-systematic-review
#12
João Pedro Proença, Cláudia Quaresma, Pedro Vieira
The aim of this research is to carry out a systematic review of the use of technological gaming platforms with serious games in the upper limb rehabilitation of patients with neuromotor disorders. Through a systematic review, the first two authors defined the inclusion criteria and extracted the data, resulting in 38 studies collected from B-On, PubMed and Medline. Ninety-two per cent of the selected articles were published since 2010. This review documents 35 different gaming platforms types. Twenty-one of the 38 articles included in this review conducted a clinical trial and of those only eight report improvements in the target population following the use of the games and platforms...
March 30, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28359131/-sports-injuries-and-illnesses-of-the-german-national-team-during-the-2016-olympic-summer-games-in-rio-de-janeiro
#13
Casper Grim, Thilo Hotfiel, Martin Engelhardt, Syndey Plewinski, Olav Spahl, Bernd Wolfarth
Background This article aims to survey and describe the injuries and illnesses of the German Team during the 2016 Olympic Games in Rio de Janeiro. Methods Through an electronic documentation system, injuries and illnesses requiring treatment were recorded and evaluated. An injury or illness was defined as any physical symptom that required medical attention and impaired participation in training and/or competition. The classification distinguished between type of injury (acute or overload), region and type of illness (infections, skin, allergy, etc...
January 2017: Sportverletzung Sportschaden: Organ der Gesellschaft Für Orthopädisch-Traumatologische Sportmedizin
https://www.readbyqxmd.com/read/28344643/goliah-gaming-open-library-for-intervention-in-autism-at-home-a-6-month-single-blind-matched-controlled-exploratory-study
#14
Anne-Lise Jouen, Antonio Narzisi, Jean Xavier, Elodie Tilmont, Nicolas Bodeau, Valentina Bono, Nabila Ketem-Premel, Salvatore Anzalone, Koushik Maharatna, Mohamed Chetouani, Filippo Muratori, David Cohen
BACKGROUND: To meet the required hours of intensive intervention for treating children with autism spectrum disorder (ASD), we developed an automated serious gaming platform (11 games) to deliver intervention at home (GOLIAH) by mapping the imitation and joint attention (JA) subset of age-adapted stimuli from the Early Start Denver Model (ESDM) intervention. Here, we report the results of a 6-month matched controlled exploratory study. METHODS: From two specialized clinics, we included 14 children (age range 5-8 years) with ASD and 10 controls matched for gender, age, sites, and treatment as usual (TAU)...
2017: Child and Adolescent Psychiatry and Mental Health
https://www.readbyqxmd.com/read/28337066/paintball-related-ocular-injuries-first-case-report-in-saudi-patients
#15
Mohammad Al-Amry, Huda Al-Ghadeer
Paintball is a popular recreational sport. This case series describes three Saudi patients exposed to paintball ocular injuries with sever ocular trauma. Two patients developed hyphema and traumatic cataract and one patient had vitreous hemorrhage, choroidal detachment, commotio retinae and retinal tear. All patients require surgical intervention. Final best corrected visual acuity was 20/200, 20/30 and 20/50 respectively. Paintball related ocular injuries can result in severe visual loss and in most of the time requires surgical intervention...
January 2017: Saudi Journal of Ophthalmology: Official Journal of the Saudi Ophthalmological Society
https://www.readbyqxmd.com/read/28329274/trichinella-nativa-outbreak-with-rare-thrombotic-complications-associated-with-meat-from-a-black-bear-hunted-in-northern-ontario
#16
Daniel Dalcin, Dante S Zarlenga, Nicholas C Larter, Eric Hoberg, Daniel A Boucher, Samuel Merrifield, Rachel Lau, Filip Ralevski, Karamjit Cheema, Kevin L Schwartz, Andrea K Boggild
Background: Although trichinellosis is known to cause thrombotic disease, serious thrombotic events are rare and have not been previously associated with Trichinella nativa infection. Methods: Patient interviews and medical chart reviews were conducted on 10 men who became ill following consumption of a common source of black bear meat. Trichinella serology on patient sera as well as PCR and larval identification of the meat samples was conducted. Results: All 10 exposed individuals developed an acute illness clinically compatible with trichinellosis, characterized by fever, abdominal pain, and diarrhea, along with eosinophilia ranging from 0...
February 22, 2017: Clinical Infectious Diseases: An Official Publication of the Infectious Diseases Society of America
https://www.readbyqxmd.com/read/28321702/association-between-level-of-urinary-trace-heavy-metals-and-obesity-among-children-aged-6-19%C3%A2-years-nhanes-1999-2011
#17
Wentao Shao, Qian Liu, Xiaowei He, Hui Liu, Aihua Gu, Zhaoyan Jiang
Global prevalence of obesity has been increasing dramatically in all ages. Although traditional causes for obesity development have been studied widely, it is unclear whether environmental exposure of substances such as trace heavy metals affects obesity development among children and adolescents so far. Data from the National Health and Nutrition Examination Survey (1999-2011) were retrieved, and 6602 US children were analyzed in this study. Urinary level of nine trace heavy metals, including barium, cadmium, cobalt, cesium, molybdenum, lead, antimony, thallium, and tungsten, was analyzed for their association with the prevalence of obesity among children aged 6-19 years...
March 21, 2017: Environmental Science and Pollution Research International
https://www.readbyqxmd.com/read/28301968/lost-in-the-chaos-flawed-literature-should-not-generate-new-disorders
#18
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
#19
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
#20
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
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