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Serious gaming

Roxanne D Hawkins, Gilly A R Mendes Ferreira, Joanne M Williams
Many children growing up in urban areas of Western countries have limited contact with and knowledge of farm animals and food production systems. Education can play an important role in children's understanding of farm animal welfare issues, however, most education provided focuses on pets. There is a need to develop new farm animal welfare interventions for young children. This study examines the process of designing, developing, and evaluating the effectiveness of a new theoretically-driven digital game to teach children, aged 6⁻13 years, about farm animal welfare...
March 13, 2019: Animals: An Open Access Journal From MDPI
Danique Smeijers, Sander L Koole
Background: Prior laboratory findings indicate that training avoidance movements to angry faces may lower anger and aggression among healthy participants, especially those high in trait anger. To enrich this training and make it more suitable for clinical applications, it has been developed into a Virtual Reality Game for Aggressive Impulse Management (VR-GAIME). Methods: The proposed study will examine the effects of this training in a randomized controlled trial among forensic psychiatric outpatients with aggression regulation problems ( N = 60)...
2019: Frontiers in Psychiatry
David Mullor, Pablo Sayans-Jiménez, Adolfo J Cangas, Noelia Navarro
The aim of this study was to compare the effectiveness of a new serious game focused on reducing stigma toward mental health illness with other traditional procedures utilized in different stigma awareness programs, namely face-to-face contact with mental health patients and talks given by professionals. The Stigma-Stop serious game introduces four characters with various psychological disorders (schizophrenia, depression, bipolar disorder, and agoraphobia) providing users with information about these disorders and pertinent questions...
March 2019: Cyberpsychology, Behavior and Social Networking
Najara Nader Zago, Luciane Aparecida Pascucci Sande de Souza, Bruno Goto Kimura, Dernival Bertoncello, Marco Aurélio Sertório Grecco, Luciane Fernanda Rodrigues Martinho Fernandes
STUDY DESIGN: Case report. INTRODUCTION: A severe wrist fracture can cause permanent physical disabilities and deformities, leading to limit patients in their occupation and social environment. PURPOSE OF THE STUDY: We aim at presenting a treatment protocol and the functional outcome of a patient with severe clinical state after a rare wrist fracture. METHODS: We provided physical therapy intervention associated with serious games for muscle strengthening...
March 7, 2019: Journal of Hand Therapy: Official Journal of the American Society of Hand Therapists
Lucienne Berenschot, Yolanda Grift
BACKGROUND: Decentralisation of social support and budget cuts spurred interest in outcome-oriented payment systems in the Netherlands. Hence, measurement of relevant outcomes, such as self-reliance and participation, is needed. The Impact on Participation and Autonomy (IPA) questionnaire for rehabilitation clients was adapted for social support, called IPA-MO, and its validity and reliability were tested among social support clients in eight municipalities in 2014 and 2016. METHODS: The total research sample comprised of 4120 persons...
February 26, 2019: Health and Quality of Life Outcomes
Teresa Hagan Thomas, Mary McLaughlin, Margaret Hayden, Elizabeth Shumaker, Jessica Trybus, Eben Myers, Anthony Zabiegalski, Susan M Cohen
OBJECTIVE: Serious games are a growing form of psychoeducation, although few studies have evaluated serious games for patients with advanced cancer. The purpose of this study was to develop and assess the initial acceptability of a serious game to teach women with advanced cancer self-advocacy skills, including communication, decision-making, and social connectivity, to improve their quality of life with cancer. MATERIALS AND METHODS: We conducted a multistage, user-centered codesign process to develop the content of the game that was consistent with our work on how patients self-advocate and patients' preferences for the game...
February 2019: Games for Health
Jin-Young Kim, Ji-Won Chun, Chang-Hyun Park, Hyun Cho, Jihye Choi, Siyun Yang, Kook-Jin Ahn, Dai Jin Kim
As excessive use of internet gaming has become a serious public health concern, increasing studies have revealed that impulsivity is one of the important risk factors of internet gaming disorder (IGD). This study was designed to investigate the altered resting-state functional connectivity (FC) of the bilateral orbitofrontal cortex (OFC) in IGD participants and to examine its relationship with impulsivity compared with the normal controls (NC). Seed-based analyses verified that participants with IGD displayed decreased FC between the OFC and frontal, striatal, temporal and occipital regions different from NC...
February 4, 2019: Scientific Reports
Tsuyoshi Matsumura
Patients with muscular dystrophy repeatedly experience loss of motor function and the ability to perform activities of daily living throughout the progression of their disease. These experiences can seriously decrease their self-esteem. Although multidisciplinary care has improved the life expectancy of these patients greatly, it can be hard for them to engage in social activities. Para-sports can bring about a sense of independence in such patients. They can join para-sports as players, because para-sports are modified or originally designed to adapt to their functional abilities...
February 2019: Brain and Nerve, Shinkei Kenkyū No Shinpo
Jose Antonio Merchán-Baeza, David Pérez-Cruzado, Manuel González-Sánchez, Antonio Cuesta-Vargas
BACKGROUND: Given the increase in the prevalence of muscular strength problems in people with intellectual and developmental disability and the potentially serious consequences for their day-to-day life, there is a need for comprehensive evaluations of strength. AIMS: To design a new index of the muscular strength of people with intellectual and developmental disability using principal components analysis. METHODS AND PROCEDURES: The sample consisted of 978 individuals with intellectual and developmental disability, 637 men and 341 women, with a mean age of 34...
February 2, 2019: Disability and Rehabilitation
Philippe Bertheau, Thomas Denize, Julien Calvani, Charlotte Gardair, Anthony Jacquier, Joëlle Razafimahefa, Caroline Eymerit-Morin, Émilie Perron, Rosemarie Tremblay-Le May, Martin Borduas, Nicolas Pote, Maxime Battistella, Cécile Badoual, Jean-François Fléjou, Emmanuelle Leteurtre, Emmanuelle Uro-Coste, David Buob, Séverine Valmary-Degano
Medical education is currently facing great changes that affect all medical specialties, including anatomical pathology. Due to rapidly increasing medical knowledge and diagnostic complexity, we are living an era of teaching resources mutualization. We present different tools that allow large numbers of students to access courses, self-evaluations, and competencies assessments. MOOC platforms and e-learning platforms are central to these new online tools, which include the French National Platform of Medical Specialties, dedicated to the teaching of 50,000 medical residents in France...
January 30, 2019: Annales de Pathologie
Anthony Jacquier, Marc Briot, Gilles Barillot, Olivier Deroo, Franck Monnien, Quentin Hurlot, François-Xavier Frenois, François Aubin, Bruno Degano, Christophe Reffay, Séverine Valmary-Degano
The serious game is a digital concept whose intention is to combine serious aspects with the playful springs of video games. Educational, learning and communication tool's, their production has been growing steadily since the 2000s. France has become the world's second largest producer of serious games, behind the United States of America. Gradually essential in health care, they invite themselves to universities to support medical and paramedical education. We aim to create a serious game designed to introduce anatomy and pathological cytology to medical students...
January 28, 2019: Annales de Pathologie
Amie L Haas, Sara Lorkiewicz, Byron L Zamboanga
Alcohol-related blackouts are a common, yet serious consequence that can result from heavy alcohol intake. This study tested a model examining whether factors identified in related samples (i.e., adolescents residing in the U.K. and U.S. college students) predicted blackouts in community-dwelling U.S. high school youth. Participants from a Northeastern U.S. high school with prior alcohol use (Mage  = 16.0 years; 48.2% male, 78.0% White) completed a paper-and-pencil assessment including measures of demographics, alcohol and other substance use, externalizing behaviors, and injunctive norms about risky drinking behaviors...
January 24, 2019: Addictive Behaviors
Gabrielle Silver, Chani Traube
OBJECTIVE: Delirium is a frequent and severe complication of serious pediatric illness. Development of a nonpharmacologic approach to prevent pediatric delirium may improve short- and long-term outcomes in children and their families. In this brief report, we describe the development of a quality improvement project designed to methodically promote the family member's engagement, comforting, and orienting activities with their critically ill child to decrease delirium rates. METHOD: We created a developmentally specific Delirium Prevention Toolkit for families...
January 31, 2019: Palliative & Supportive Care
Andrew K Przybylski
Mobile games, those played on smartphones and tablets, are rapidly becoming a dominant form of entertainment for young people. Given most of these games provide opportunities for competitive and cooperative play, they have the potential to build and enhance existing social relationships and might also provide an avenue for negative social experiences such as bullying or trolling behaviors. Unfortunately, little is understood about the prevalence or effects of cyberbullying for young people in this new form of electronic play...
January 23, 2019: Cyberpsychology, Behavior and Social Networking
Hee-Tae Jung, Jean-Francois Daneault, Hyunsuk Lee, Kwangwook Kim, Byeongil Kim, Sungji Park, Taekyeong Ryu, Yangsoo Kim, Sunghoon Ivan Lee
Individuals with cognitive impairments are evaluated using clinically validated cognitive assessment tools, which need to be administered by trained therapists. This serves as a major barrier for frequent and longitudinal monitoring of patients' cognitive impairment level. We introduce Neuro-World, a set of six mobile games designed to challenge visuospatial shortterm memory and selective attention, which allows one to selfadminister the assessment of his/her cognitive impairment level. Game performance is analyzed to estimate a widely-accepted clinical measure, the Mini Mental State Examination (MMSE), which highlights the translational impact of the system in realworld settings...
January 18, 2019: IEEE Journal of Biomedical and Health Informatics
Mohammad Ghassemi, Kristen Triandafilou, Alex Barry, Mary Ellen Stoykov, Elliot Roth, Ferdinando A Mussa-Ivaldi, Derek G Kamper, Rajiv Ranganathan
A majority of the 7 million stroke survivors in the U.S. have hand impairments, adversely affecting performance of a variety of activities of daily living, because of the fundamental role of the hand in performing functional tasks. Disability in stroke survivors is largely attributable to damaged neuronal pathways, which result in inappropriate activation of muscles, a condition prevalent in distal upper extremity muscles following stroke. While conventional rehabilitation methods focus on the amplification of existing muscle activation, the effectiveness of therapy targeting the reorganization of pathological activation patterns is often unexplored...
January 21, 2019: IEEE Transactions on Neural Systems and Rehabilitation Engineering
Richard B Woodward, Levi J Hargrove
BACKGROUND: Pattern recognition technology allows for more intuitive control of myoelectric prostheses. However, the need to collect electromyographic data to initially train the pattern recognition system, and to re-train it during prosthesis use, adds complexity that can make using such a system difficult. Although experienced clinicians may be able to guide users to ensure successful data collection methods, they may not always be available when a user needs to (re)train their device...
January 16, 2019: Journal of Neuroengineering and Rehabilitation
Maria-Raquel G Silva, Teresa Paiva, Hugo-Henrique Silva
BACKGROUND: Elite athletes have to travel long-haul distances and cross multiple meridians; thus, a unique syndrome named as jet-lag is induced. Furthermore, traveller athletes are submitted to several factors negatively affecting their well-being and athletic performance. This qualitative descriptive study aims to promote safely and future promising participations of elite athletes in great events, such as the next Olympic Games 2020 Tokyo, based on the chronobiology of jet-lag, factors affecting the traveller athlete and previous experiences from the 2014 FIFA World Cup Brazil, the 2018 FIFA World Cup Russia and the Olympic Games Rio 2016...
January 16, 2019: Journal of Sports Medicine and Physical Fitness
Elissa Jia Min Chee, Lathy Prabhakaran, Lay Ping Neo, Guiller Augustin C Carpio, Apphia Jia Qi Tan, Cindy Ching Siang Lee, Sok Ying Liaw
OBJECTIVE: To describe the development and evaluation of a nurse-patient interactive serious game in improving nurses' self-efficacy and performances in teaching the correct inhaler technique. MATERIALS AND METHODS: The technology, pedagogy, and content knowledge (TPACK) framework was applied to guide the development of the serious game. The learning effectiveness of the serious game was evaluated through a randomized controlled trial that involved 46 registered nurses...
January 16, 2019: Games for Health
Sarah Dobbins, Erin Hubbard, Annesa Flentje, Carol Dawson-Rose, Heather Leutwyler
INTRODUCTION: The number of older adults with serious mental illness (SMI) is predicted to reach 15 million by 2030. Social isolation is known to contribute to morbidity and mortality, and those with SMI experience more social isolation than older adults in the general population. Social isolation in these older adults is complex and involves factors including organic psychopathology, effects of medications and/or other substances, medical co-morbidity, disability, and social stigma. The burgeoning field of inquiry of exergames, which are video games with gestural interfaces, for older adults has found that they are safe, effective, enjoyable, and may decrease social isolation...
December 27, 2018: Aging & Mental Health
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