Literature DB >> 28053936

E-game in Healthcare: As an E-intervention to Promote Public Health.

Mahtab Karami1, Nasrin Hafizi1.   

Abstract

Entities:  

Year:  2016        PMID: 28053936      PMCID: PMC5207111     

Source DB:  PubMed          Journal:  Iran J Public Health        ISSN: 2251-6085            Impact factor:   1.429


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Dear Editor-in-Chief

Electronic Health (E-health) is referred to any communication technology, which could have impact on behavior change, physical activity, and dieting (1). One of the E-health tools is electronic intervention (E-intervention) that means treatment, prevention, management, and physical and mental health promotion with or without the support of human (2), which finally leads to promotion of healthy behaviors and reduction of health problems. The application of E-intervention in healthcare is divided into four areas (Fig. 1).
Fig. 1:

Application areas of E-intervention in healthcare

Application areas of E-intervention in healthcare As shown in Table 1, these interventions have significant impact in reducing costs and medical errors, increasing efficiency of health services and quality of care, improving the registration, storage, and retrieval system, facilitating healthcare information sharing between the patient and the treatment team, and promoting knowledge through the accessibility of resources and useful information to optimize decision making (1, 3–8).
Table 1:

The impacts of E-interventions based on reviewed studies

Application areaStudies reviewedStudy results
E-game

- Surgery, medicine and anatomy education

- Simulation of treatment

- Management of pandemic disease

- Creating knowledge in the health of children

- Changing in the behavior of children with ADHD

- Creating behavioral changes in the balance of cerebral palsy

- Intervention in mental diseases such as Alzheimer’s

- Use of games in self-management skills education

- Use of Game in physical activity

- Application of E-game in improving care plans and cost

- Increasing training and learning skills

- Disease prevention

- Changing children’s behavior

- Increasing mental health

- Reducing amount of depression

- Reducing signs and symptoms of mental disease

- Impact on disease surveillance and notification

- Increasing physical activity

- Reducing health care costs

E-medicine

- Use of Telemedicine for the Diagnosis and Treatment

- Increasing access to health care and reducing costs in remote areas

- Impact on reducing the cost and effectiveness of the services

- Increasing patient satisfaction

- Increasing quality of care

administrative and supporting services

- Notification in times of crisis

- Increasing awareness in times of crisis

- Impact on the nursing standard documentation

E-learning services

-Web-based interventions in the treatment of disease (diabetes)

- Impact on treatment

- Impact on the education of health professionals

- Promotion of health education goals

- Increasing speed of learning Choosing the time and place of learning by physician

The impacts of E-interventions based on reviewed studies - Surgery, medicine and anatomy education - Simulation of treatment - Management of pandemic disease - Creating knowledge in the health of children - Changing in the behavior of children with ADHD - Creating behavioral changes in the balance of cerebral palsy - Intervention in mental diseases such as Alzheimer’s - Use of games in self-management skills education - Use of Game in physical activity - Application of E-game in improving care plans and cost - Increasing training and learning skills - Disease prevention - Changing children’s behavior - Increasing mental health - Reducing amount of depression - Reducing signs and symptoms of mental disease - Impact on disease surveillance and notification - Increasing physical activity - Reducing health care costs - Use of Telemedicine for the Diagnosis and Treatment - Increasing access to health care and reducing costs in remote areas - Impact on reducing the cost and effectiveness of the services - Increasing patient satisfaction - Increasing quality of care - Notification in times of crisis - Increasing awareness in times of crisis - Impact on the nursing standard documentation -Web-based interventions in the treatment of disease (diabetes) - Impact on treatment - Impact on the education of health professionals - Promotion of health education goals - Increasing speed of learning Choosing the time and place of learning by physician The most effective interventions are E-games due to their attractiveness and entertainment for the users for improving knowledge and skills to solve the problems related to health care (2). This technology first created by Joyboard in 1982 has multiple applications in educational, physical, psychological, nutritional, and disease areas. Healthcare companies are also becoming active in the E-games market and offer a series of E-games for teaching children to eat healthier foods and increase physical activity. For example, cancer fighting games for teens worldwide has been demonstrated to empower teens in their battles with cancer and other games to help prevent obesity and manage childhood diabetes (9). The benefits of E-games in healthcare are positive changes in healthy behaviors, disease prevention, diagnosis, treatment, promotion of awareness about risk factors, and Improvement in the quality of life (1). In fact, E-games by offering educational tips can be effective on promoting public health. Finally, there are three functional requirements for the implementation of E-game in healthcare that include development of an appropriate systems and tools, assessment of the interaction with users, and establishment of cognitive behavior indicators (10).
  8 in total

Review 1.  A Biological Imitation Game.

Authors:  Christof Koch; Michael A Buice
Journal:  Cell       Date:  2015-10-08       Impact factor: 41.582

2.  Interactive web-based lifestyle intervention and metabolic syndrome: findings from the Red Ruby (a randomized controlled trial).

Authors:  Leila Jahangiry; Davoud Shojaeizadeh; Mahdieh Abbasalizad Farhangi; Mehdi Yaseri; Kazem Mohammad; Mahdi Najafi; Ali Montazeri
Journal:  Trials       Date:  2015-09-21       Impact factor: 2.279

3.  The theory, development, and implementation of an e-intervention to prevent excessive gestational weight gain: e-Moms Roc.

Authors:  Meredith L Graham; Keriann H Uesugi; Jeff Niederdeppe; Geri K Gay; Christine M Olson
Journal:  Telemed J E Health       Date:  2014-12       Impact factor: 3.536

4.  Mapping the Demand for Serious Games in Postgraduate Medical Education Using the Entrustable Professional Activities Framework.

Authors:  Maurits Graafland; Olle Ten Cate; Jan-Pieter van Seventer; Jan Maarten C Schraagen; Marlies P Schijven
Journal:  Games Health J       Date:  2015-05-18

5.  Cognitive rehabilitation system for children with autism spectrum disorder using serious games: A pilot study.

Authors:  Nuria Aresti-Bartolome; Begonya Garcia-Zapirain
Journal:  Biomed Mater Eng       Date:  2015       Impact factor: 1.300

6.  American Academy of Sleep Medicine (AASM) Position Paper for the Use of Telemedicine for the Diagnosis and Treatment of Sleep Disorders.

Authors:  Jaspal Singh; M Safwan Badr; Wendy Diebert; Lawrence Epstein; Dennis Hwang; Valerie Karres; Seema Khosla; K Nicole Mims; Affifa Shamim-Uzzaman; Douglas Kirsch; Jonathan L Heald; Kathleen McCann
Journal:  J Clin Sleep Med       Date:  2015-10-15       Impact factor: 4.062

7.  Games for Health for Children-Current Status and Needed Research.

Authors:  Tom Baranowski; Fran Blumberg; Richard Buday; Ann DeSmet; Lynn E Fiellin; C Shawn Green; Pamela M Kato; Amy Shirong Lu; Ann E Maloney; Robin Mellecker; Brooke A Morrill; Wei Peng; Ross Shegog; Monique Simons; Amanda E Staiano; Debbe Thompson; Kimberly Young
Journal:  Games Health J       Date:  2015-08-11

8.  Evaluating eHealth interventions: the need for continuous systemic evaluation.

Authors:  Lorraine Catwell; Aziz Sheikh
Journal:  PLoS Med       Date:  2009-08-18       Impact factor: 11.069

  8 in total
  3 in total

Review 1.  Semantic Web Technologies for Sharing Clinical Information in Health Care Systems.

Authors:  Mahtab Karami; Azin Rahimi
Journal:  Acta Inform Med       Date:  2019-03

2.  Efficacy of CPP-ACP and CPP-ACPF for Prevention and Remineralization of White Spot Lesions in Orthodontic Patients: a Systematic Review of Randomized Controlled Clinical Trials.

Authors:  Mohammad Moslem Imani; Mohsen Safaei; Aida Afnaniesfandabad; Hedaiat Moradpoor; Masoud Sadeghi; Amin Golshah; Roohollah Sharifi; Hamid Reza Mozaffari
Journal:  Acta Inform Med       Date:  2019-09

3.  Development of Decision Support System to Predict Neurofeedback Response in ADHD: an Artificial Neural Network Approach.

Authors:  Leila Shahmoradi; Zahra Liraki; Mahtab Karami; Behrouz Alizadeh Savareh; Masoud Nosratabadi
Journal:  Acta Inform Med       Date:  2019-09
  3 in total

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