keyword
https://read.qxmd.com/read/38696501/are-serious-games-an-alternative-to-traditional-personality-questionnaires-initial-analysis-of-a-gamified-assessment
#1
JOURNAL ARTICLE
Pedro J Ramos-Villagrasa, Elena Fernández-Del-Río, Ramón Hermoso, Jorge Cebrián
Personality questionnaires stand as crucial instruments in personnel selection but their limitations turn the interest towards alternatives like game-related assessments (GRAs). GRAs developed for goals other than fun are called serious games. Within them, gamified assessments are serious games that share similarities with traditional assessments (questionnaires, situational judgment tests, etc.) but they incorporate game elements like story, music, and game dynamics. This paper aims to contribute to the research on serious games as an alternative to traditional personality questionnaires by analyzing the characteristics of a gamified assessment called VASSIP...
2024: PloS One
https://read.qxmd.com/read/38693509/the-effectiveness-of-virtual-reality-training-on-knowledge-skills-and-attitudes-of-health-care-professionals-and-students-in-assessing-and-treating-mental-health-disorders-a-systematic-review
#2
JOURNAL ARTICLE
Cathrine W Steen, Kerstin Söderström, Bjørn Stensrud, Inger Beate Nylund, Johan Siqveland
BACKGROUND: Virtual reality (VR) training can enhance health professionals' learning. However, there are ambiguous findings on the effectiveness of VR as an educational tool in mental health. We therefore reviewed the existing literature on the effectiveness of VR training on health professionals' knowledge, skills, and attitudes in assessing and treating patients with mental health disorders. METHODS: We searched MEDLINE, PsycINFO (via Ovid), the Cochrane Library, ERIC, CINAHL (on EBSCOhost), Web of Science Core Collection, and the Scopus database for studies published from January 1985 to July 2023...
May 1, 2024: BMC Medical Education
https://read.qxmd.com/read/38688132/government-subsidy-and-benefit-distribution-mechanisms-for-transportation-ppp-projects-an-evolutionary-game-perspective
#3
JOURNAL ARTICLE
Li Hou, Feng Yang, Wuchao Liang, Chunlin Wu, Jinbo Song
Public-private partnerships (PPP), as an important model for collaboration between the public and private sectors, is an urgent and critical topic due to the serious financial losses of governments involved in transportation PPP projects in recent years. Current research focuses on the government subsidy model, in which the effective implementation of government subsidies relies on the design of incentives for stakeholder behavior. Although the positive externalities are strong, they are prone to the problem of "free riding," which leads to low project performance and challenges in compensating for the government's financial losses...
April 29, 2024: Journal of Environmental Management
https://read.qxmd.com/read/38687658/a-deep-learning-approach-to-estimate-multi-level-mental-stress-from-eeg-using-serious-games
#4
JOURNAL ARTICLE
Joaquin J Gonzalez-Vazquez, Lluis Bernat, Jose L Ramon, Vicente Morell, Andres Ubeda
Stress is revealed by the inability of individuals to cope with their environment, which is frequently evidenced by a failure to achieve their full potential in tasks or goals. This study aims to assess the feasibility of estimating the level of stress that the user is perceiving related to a specific task through an electroencephalograpic (EEG) system. This system is integrated with a Serious Game consisting of a multi-level stress driving tool, and Deep Learning (DL) neural networks are used for classification...
April 30, 2024: IEEE Journal of Biomedical and Health Informatics
https://read.qxmd.com/read/38682496/vivifying-knee-rehabilitation-squatemup-a-serious-game-utilizing-the-wii-fit-balance-board
#5
JOURNAL ARTICLE
René Baranyi, Marko Zivojinovic, Dominik Hoelbling, Christoph Aigner, Werner Hoerner, Thomas Grechenig
Knee injuries are a common concern in orthopedic and sports medicine, often requiring extensive rehabilitation to restore function and alleviate pain. The rehabilitation process can be long and challenging, necessitating innovative approaches to engage and motivate patients effectively. Serious games have emerged as a promising tool in rehabilitation, offering an interactive and enjoyable way to perform therapeutic exercises. In this context, a new serious game that leverages the Wii Fit Balance Board as an input device supported by a keyboard to aid knee rehabilitation was developed...
April 26, 2024: Studies in Health Technology and Informatics
https://read.qxmd.com/read/38680455/simulation-based-learning-in-nephrology
#6
REVIEW
Valentin Maisons, Antoine Lanot, Yosu Luque, Benedicte Sautenet, Emmanuel Esteve, Erwan Guillouet, Hélène François, Mickaël Bobot
Simulation is a technique to replace and amplify real experiences with guided ones that evoke or replicate substantial aspects of the real world in a fully interactive fashion. In nephrology (a particularly complex specialty), simulation can be used by patients, nurses, residents, and attending physicians alike. It allows one to learn techniques outside the stressful environment of care such as central venous catheter placement, arteriovenous fistula management, learning about peritoneal dialysis, or performing a kidney biopsy...
April 2024: Clinical Kidney Journal
https://read.qxmd.com/read/38680214/a-game-based-learning-approach-to-sleep-hygiene-education-a-pilot-investigation
#7
JOURNAL ARTICLE
Christine Seaver, Clint Bowers, Deborah Beidel, Lisa Holt, Sridhar Ramakrishnan
INTRODUCTION: Sleep hygiene education (SHE) consists of environmental and behavioral practices primarily intended to reduce sleep problems. Currently considered ineffective as a stand-alone treatment, the manner in which the education is typically delivered may be ineffective for the acquisition of new knowledge. The purpose of this study was to determine if a more engaging teaching medium may improve the efficacy of sleep hygiene education. This study examined the use of game-based learning to teach SHE to individuals with sleep problems...
2024: Frontiers in digital health
https://read.qxmd.com/read/38674201/virtual-reality-based-assessment-for-rehabilitation-of-the-upper-limb-in-patients-with-parkinson-s-disease-a-pilot-cross-sectional-study
#8
JOURNAL ARTICLE
Luciano Bissolotti, Justo Artiles-Sánchez, José Luís Alonso-Pérez, Josué Fernández-Carnero, Vanesa Abuín-Porras, Pierluigi Sinatti, Jorge Hugo Villafañe
Background and Objectives : This study aimed to examine the responsiveness and concurrent validity of a serious game and its correlation between the use of serious games and upper limbs (UL) performance in Parkinson's Disease (PD) patients. Materials and Methods : Twenty-four consecutive upper limbs (14 males, 8 females, age: 55-83 years) of PD patients were assessed. The clinical assessment included: the Box and Block test (BBT), Nine-Hole Peg test (9HPT), and sub-scores of the Unified Parkinson's Disease Rating-Scale Motor section (UPDRS-M) to assess UL disability...
March 29, 2024: Medicina
https://read.qxmd.com/read/38671374/serious-game-for-radiotherapy-training
#9
JOURNAL ARTICLE
Jessika El Kayed, Tony Akl, Chadi Massoud, Christelle Margossian, Hadi Fayad, Georges Fares, Tony Felefly, Sandy Rihana
BACKGROUND: Cancer patients are often treated with radiation, therefore increasing their exposure to high energy emissions. In such cases, medical errors may be threatening or fatal, inducing the need to innovate new methods for maximum reduction of irreversible events. Training is an efficient and methodical tool to subject professionals to the real world and heavily educate them on how to perform with minimal errors. An evolving technique for this is Serious Gaming that can fulfill this purpose, especially with the rise of COVID-19 and the shift to the online world, by realistic and visual simulations built to present engaging scenarios...
April 26, 2024: BMC Medical Education
https://read.qxmd.com/read/38669680/views-of-specialist-clinicians-and-people-with-multiple-sclerosis-on-upper-limb-impairment-and-the-potential-role-of-virtual-reality-in-the-rehabilitation-of-the-upper-limb-in-multiple-sclerosis-focus-group-study
#10
JOURNAL ARTICLE
Amy Webster, Matthieu Poyade, Elaine Coulter, Lisa Forrest, Lorna Paul
BACKGROUND: Finding enjoyable and effective long-term approaches to rehabilitation for improving the upper limb (UL) function of people with multiple sclerosis (MS) is challenging. Using virtual reality (VR) could be a solution to this challenge; however, there is a lack of reporting on the views of people with MS and clinicians on VR-based approaches and recommendations for games for rehabilitation. OBJECTIVE: This study aims to identify common UL problems and their related current therapeutic approaches for people with MS, and to explore the opinions of people with MS and specialist clinicians on VR and obtain suggestions for the development and design of VR games...
April 26, 2024: JMIR Serious Games
https://read.qxmd.com/read/38662422/therapeutic-uses-of-gaming-in-mental-health-an-untapped-potential
#11
JOURNAL ARTICLE
Jens Peter Eckardt
No abstract text is available yet for this article.
April 25, 2024: JMIR Serious Games
https://read.qxmd.com/read/38656890/large-scale-mobile-and-technology-enhanced-serious-game-for-interprofessional-education-pilot-study-and-lessons-learnt
#12
JOURNAL ARTICLE
Patricia Picchiottino, Adeline Paignon, Liudmyla Hesse, Sophie Bos, Joanne Wiesner Conti, Marie P Schneider, Thomas Fassier
Recent research suggests that serious gaming is a promising strategy for interprofessional education (IPE). This report describes the design and pilot testing of a large-scale, mobile, technology-enhanced serious game embedded in the IPE curriculum in Geneva, Switzerland. Organized into teams of eight, the students were tasked with finding a young patient who had just escaped from the intensive care unit. Through a series of 10 stations, they explored hospital- and community-based locations of the healthcare system and were engaged in various learning and game activities; they were rewarded with cues to unveil the mystery...
April 24, 2024: Journal of Interprofessional Care
https://read.qxmd.com/read/38656778/addressing-data-absenteeism-and-technology-chauvinism-in-the-use-of-gamified-wearable-gloves-among-older-adults-moderated-usability-study
#13
JOURNAL ARTICLE
Edmund W J Lee, Warrick W Tan, Ben Tan Phat Pham, Ariffin Kawaja, Yin-Leng Theng
BACKGROUND: Digital health technologies have the potential to improve health outcomes for older adults, especially for those recovering from stroke. However, there are challenges to developing these technologies, such as data absenteeism (where older adults' views are often underrepresented in research and development) and technology chauvinism (the belief that sophisticated technology alone is the panacea to addressing health problems), which hinder their effectiveness. OBJECTIVE: In this study, we aimed to address these challenges by developing a wearable glove integrated with culturally relevant exergames to motivate older adults to exercise and, for those recovering from stroke, to adhere to rehabilitation...
April 24, 2024: JMIR Serious Games
https://read.qxmd.com/read/38656775/effects-of-virtual-reality-therapy-combined-with-conventional-rehabilitation-on-pain-kinematic-function-and-disability-in-patients-with-chronic-neck-pain-randomized-controlled-trial
#14
JOURNAL ARTICLE
Qifan Guo, Liming Zhang, Leo Lianyi Han, Chenfan Gui, Guanghui Chen, Chunyan Ling, Wei Wang, Qiang Gao
BACKGROUND: Neck pain is a common condition that leads to neck motor dysfunction and subsequent disability, with a significant global health care burden. As a newly emerging tool, virtual reality (VR) technology has been employed to address pain and reduce disability among patients with neck pain. However, there is still a lack of high-quality studies evaluating the efficacy of VR therapy combined with conventional rehabilitation for patients with chronic neck pain, particularly in terms of kinematic function...
April 24, 2024: JMIR Serious Games
https://read.qxmd.com/read/38656178/moniz-game-usability-and-user-experience-evaluation-of-a-musical-game-for-motor-coordination
#15
JOURNAL ARTICLE
Yasmim Fernandes Moniz, Bruno Toshio Gomes Gunji, Alessandro Pereira da Silva, Terigi Augusto Scadovelli, Silvia Cristina Martini, Silvia Regina Matos da Silva Boschi
Purpose: The objective of this research was to develop a musical digital game for rehabilitation of upper limb and to verify its usability and user experience with professionals in the field (physical therapists). Materials and Methods: Thirty working professionals were recruited to evaluate the system. The usability was evaluated with the System Usability Scale (SUS) and the user experience was verified with the Game Flow scale. Results: The overall score of the SUS scale was 88.67 (±9.129); this score is interpreted as "Best Imaginable" (86-100)...
April 23, 2024: Games for Health
https://read.qxmd.com/read/38655328/serious-games-to-assess-students
#16
JOURNAL ARTICLE
Hedia Mhiri Sellami
This paper describes experiments where students were assessed using the Serious Games (SGs) they created. The first experiment is with students attending our "Business Games" module for the master's degree in "Innovation" at the Tunis Engineering School. The second experiment involved students enrolled in our "Introduction to Data Science" module of the master's degree in "Data Sciences" at the High Institute of Management of Tunis. We requested each section's students to design a game related to the covered module...
April 30, 2024: Heliyon
https://read.qxmd.com/read/38649981/smart-glasses-use-experience-of-nursing-graduate-students-qualitative-study
#17
JOURNAL ARTICLE
Afra Calik, Denizhan Ozkul, Sevgisun Kapucu
BACKGROUND: Immersive technologies such as smart glasses can benefit nursing training and clinical practice. In this paper, we explore the views of nursing graduate students about their experience with smart glasses. METHODS: Nursing graduate students (n = 13) were recruited using purposeful sampling. First, a virtual reality intervention for hyperglycemia in nursing care was shown. This was an attempt to introduce people to the technology and start discussions about how it might be used in nursing care...
April 22, 2024: BMC Nursing
https://read.qxmd.com/read/38649943/training-nurses-in-an-international-emergency-medical-team-using-a-serious-role-playing-game-a-retrospective-comparative-analysis
#18
JOURNAL ARTICLE
Hai Hu, Xiaoqin Lai, Longping Yan
BACKGROUND: Although game-based applications have been used in disaster medicine education, no serious computer games have been designed specifically for training these nurses in an IEMT setting. To address this need, we developed a serious computer game called the IEMTtraining game. In this game, players assume the roles of IEMT nurses, assess patient injuries in a virtual environment, and provide suitable treatment options. METHODS: The design of this study is a retrospective comparative analysis...
April 22, 2024: BMC Medical Education
https://read.qxmd.com/read/38648634/psychometric-properties-of-the-metacognitions-about-online-gaming-scale-in-the-chinese-population-and-its-relationship-with-internet-gaming-disorder-cross-sectional-study
#19
JOURNAL ARTICLE
Shuhong Lin, Xinxin Chen, Linxiang Tan, Zhenjiang Liao, Yifan Li, Ying Tang, Qiuping Huang, Hongxian Shen
BACKGROUND: Metacognitions about online gaming have been shown to be correlated with Internet Gaming Disorder (IGD). Knowledge of metacognitions about online gaming can help to understand IGD. The Metacognitions about Online Gaming Scale (MOGS) is a reliable and valid tool to measure specific metacognitions about online gaming in both adults and adolescents, which is lacking in China. OBJECTIVE: This study was conducted to assess the psychometric properties of the Chinese version of the MOGS (C-MOGS) and its relationship with IGD in the Chinese population...
April 22, 2024: JMIR Serious Games
https://read.qxmd.com/read/38646123/integrating-reinforcement-learning-and-serious-games-to-support-people-with-rare-genetic-diseases-and-neurodevelopmental-disorders-outcomes-on-parents-and-caregivers
#20
JOURNAL ARTICLE
Fabrizio Stasolla, Khalida Akbar, Anna Passaro, Mirella Dragone, Mariacarla Di Gioia, Antonio Zullo
No abstract text is available yet for this article.
2024: Frontiers in Psychology
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