Literature DB >> 21527094

New directions in virtual environments and gaming to address obesity and diabetes: industry perspective.

Barb Ruppert1.   

Abstract

Virtual reality is increasingly used for education and treatment in the fields of health and medicine. What is the health potential of virtual reality technology from the software development industry perspective? This article presents interviews with Ben Sawyer of Games for Health, Dr. Walter Greenleaf of InWorld Solutions, and Dr. Ernie Medina of MedPlay Technologies. Games for Health brings together researchers, medical professionals, and game developers to share information on the impact that game technologies can have on health, health care, and policy. InWorld is an Internet-based virtual environment designed specifically for behavioral health care. MedPlay Technologies develops wellness training programs that include exergaming technology. The interviewees share their views on software development and other issues that must be addressed to advance the field of virtual reality for health applications.
© 2011 Diabetes Technology Society.

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Year:  2011        PMID: 21527094      PMCID: PMC3125917          DOI: 10.1177/193229681100500212

Source DB:  PubMed          Journal:  J Diabetes Sci Technol        ISSN: 1932-2968


  13 in total

Review 1.  Virtual reality exposure therapy for post-traumatic stress disorder and other anxiety disorders.

Authors:  Maryrose Gerardi; Judith Cukor; Joann Difede; Albert Rizzo; Barbara Olasov Rothbaum
Journal:  Curr Psychiatry Rep       Date:  2010-08       Impact factor: 5.285

2.  e-health in eating disorders: Virtual Reality and telemedicine in assessment and treatment.

Authors:  Giuseppe Riva; Monica Bacchetta; Gianluca Cesa; Sara Conti; Enrico Molinari
Journal:  Stud Health Technol Inform       Date:  2002

3.  Efficacy of virtual reality in triggering the craving to smoke: its relation to level of presence and nicotine dependence.

Authors:  Marta Ferrer-García; Olaya García-Rodríguez; José Gutiérrez-Maldonado; Irene Pericot-Valverde; Roberto Secades-Villa
Journal:  Stud Health Technol Inform       Date:  2010

4.  Neurofeedback training with virtual reality for inattention and impulsiveness.

Authors:  Baek-Hwan Cho; Saebyul Kim; Dong Ik Shin; Jang Han Lee; Sang Min Lee; In Young Kim; Sun I Kim
Journal:  Cyberpsychol Behav       Date:  2004-10

Review 5.  Game-based telerehabilitation.

Authors:  B Lange; Sheryl M Flynn; A A Rizzo
Journal:  Eur J Phys Rehabil Med       Date:  2009-03-12       Impact factor: 2.874

6.  Crushing virtual cigarettes reduces tobacco addiction and treatment discontinuation.

Authors:  Benoit Girard; Vincent Turcotte; Stéphane Bouchard; Bruno Girard
Journal:  Cyberpsychol Behav       Date:  2009-10

Review 7.  Virtual reality and interactive digital game technology: new tools to address obesity and diabetes.

Authors:  Albert Skip Rizzo; Belinda Lange; Evan A Suma; Mark Bolas
Journal:  J Diabetes Sci Technol       Date:  2011-03-01

8.  Development and verification of an alcohol craving-induction tool using virtual reality: craving characteristics in social pressure situation.

Authors:  Sangwoo Cho; Jeonghun Ku; Jinsick Park; Kiwan Han; Hyeongrae Lee; You Kyong Choi; Young-Chul Jung; Kee Namkoong; Jae-Jin Kim; In Young Kim; Sun I Kim; Dong Fan Shen
Journal:  Cyberpsychol Behav       Date:  2008-06

9.  Affective outcomes of virtual reality exposure therapy for anxiety and specific phobias: a meta-analysis.

Authors:  Thomas D Parsons; Albert A Rizzo
Journal:  J Behav Ther Exp Psychiatry       Date:  2007-07-25

10.  Virtual reality skills training for health care professionals in alcohol screening and brief intervention.

Authors:  Michael Fleming; Dale Olsen; Hilary Stathes; Laura Boteler; Paul Grossberg; Judie Pfeifer; Stephanie Schiro; Jane Banning; Susan Skochelak
Journal:  J Am Board Fam Med       Date:  2009 Jul-Aug       Impact factor: 2.657

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  6 in total

1.  Turning virtual reality into reality: a checklist to ensure virtual reality studies of eating behavior and physical activity parallel the real world.

Authors:  Aner Tal; Brian Wansink
Journal:  J Diabetes Sci Technol       Date:  2011-03-01

2.  A web-based e-learning programme for training external post-mortem examination in curricular medical education.

Authors:  Andreas Schmeling; Manuel Kellinghaus; Jan Carl Becker; Ronald Schulz; Angelika Schäfer; Heidi Pfeiffer
Journal:  Int J Legal Med       Date:  2011-09-08       Impact factor: 2.686

3.  Development of and feedback on a fully automated virtual reality system for online training in weight management skills.

Authors:  J Graham Thomas; Josh S Spitalnick; Wendy Hadley; Dale S Bond; Rena R Wing
Journal:  J Diabetes Sci Technol       Date:  2014-11-02

4.  Virtual reality technologies for research and education in obesity and diabetes: research needs and opportunities.

Authors:  Abby G Ershow; Charles M Peterson; William T Riley; Albert Skip Rizzo; Brian Wansink
Journal:  J Diabetes Sci Technol       Date:  2011-03-01

Review 5.  Video games for diabetes self-management: examples and design strategies.

Authors:  Debra A Lieberman
Journal:  J Diabetes Sci Technol       Date:  2012-07-01

6.  Diabetes island: preliminary impact of a virtual world self-care educational intervention for african americans with type 2 diabetes.

Authors:  Laurie Ruggiero; Ada Moadsiri; Lauretta T Quinn; Barth B Riley; Kirstie K Danielson; Colleen Monahan; Valerie A Bangs; Ben S Gerber
Journal:  JMIR Serious Games       Date:  2014       Impact factor: 4.143

  6 in total

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