Literature DB >> 22890338

Serious games in health care: a survey.

C Gaudet-Blavignac1, A Geissbuhler.   

Abstract

OBJECTIVE: to present an overview of existing serious games in healthcare designed for patients, and the evaluation of their effects. Such games, aiming to help patients better understand their condition or treatment, to foster healthy behaviors, or even to participate in therapies, are expected to grow in parallel with the importance of the videogaming industry.
METHODS: references were searched in Medline and through recursive browsing of their citations.
RESULTS: 21 papers were identified and analyzed. Serious games are used to increase knowledge and control, foster preventive behaviors, or can be used in therapies. Their positive effects on improved patient understanding, adherence, and engagement, although documented mostly in preliminary studies, calls for the development and more thorough evaluation of these tools.

Entities:  

Mesh:

Year:  2012        PMID: 22890338

Source DB:  PubMed          Journal:  Yearb Med Inform        ISSN: 0943-4747


  2 in total

1.  Face Validity and Content Validity of a Game for Distal Radius Fracture Rehabilitation.

Authors:  Henriëtte A W Meijer; Maurits Graafland; Miryam C Obdeijn; J Carel Goslings; Marlies P Schijven
Journal:  J Wrist Surg       Date:  2019-05-28

2.  Non-suicidal Self-Injury in Eating Disordered Patients: Associations with Heart Rate Variability and State-Trait Anxiety.

Authors:  Cristina Giner-Bartolome; Núria Mallorquí-Bagué; Iris Tolosa-Sola; Trevor Steward; Susana Jimenez-Murcia; Roser Granero; Fernando Fernandez-Aranda
Journal:  Front Psychol       Date:  2017-07-07
  2 in total

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