Journal ArticleDOI
A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial.
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The video-game intervention significantly improved treatment adherence and indicators of cancer-related self-efficacy and knowledge in adolescents and young adults who were undergoing cancer therapy.Abstract:
OBJECTIVE.Suboptimal adherence to self-administered medications is a common problem. The purpose of this study was to determine the effectiveness of a video-game intervention for improving adherence and other behavioral outcomes for adolescents and young adults with malignancies including acute leukemia, lymphoma, and soft-tissue sarcoma. METHODS.A randomized trial with baseline and 1- and 3-month assessments was conducted from 2004 to 2005 at 34 medical centers in the United States, Canada, and Australia. A total of 375 male and female patients who were 13 to 29 years old, had an initial or relapse diagnosis of a malignancy, and currently undergoing treatment and expected to continue treatment for at least 4 months from baseline assessment were randomly assigned to the intervention or control group. The intervention was a video game that addressed issues of cancer treatment and care for teenagers and young adults. Outcome measures included adherence, self-efficacy, knowledge, control, stress, and quality of life. For patients who were prescribed prophylactic antibiotics, adherence to trimethoprim-sulfamethoxazole was tracked by electronic pill-monitoring devices (n 200). Adherence to 6-mercaptopurine was assessed through serum metabolite assays (n 54). RESULTS.Adherence to trimethoprim-sulfamethoxazole and 6-mercaptopurine was greater in the intervention group. Self-efficacy and knowledge also increased in the intervention group compared with the control group. The intervention did not affect self-report measures of adherence, stress, control, or quality of life. CONCLUSIONS.The video-game intervention significantly improved treatment adherence and indicators of cancer-related self-efficacy and knowledge in adolescents and young adults who were undergoing cancer therapy. The findings support current efforts to develop effective video-game interventions for education and training in health care. Pediatrics 2008;122:e305‐e317read more
Citations
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Journal ArticleDOI
Interventions for enhancing medication adherence.
Robby Nieuwlaat,Nancy L. Wilczynski,Tamara Navarro,Nicholas Hobson,Rebecca A. Jeffery,Arun Keepanasseril,Thomas Agoritsas,Niraj Mistry,Alfonso Iorio,Susan M. Jack,Bhairavi Sivaramalingam,Emma Iserman,Reem A. Mustafa,Dawn Jedraszewski,Chris Cotoi,R. Brian Haynes +15 more
TL;DR: The research in this field needs advances, including improved design of feasible long-term interventions, objective adherence measures, and sufficient study power to detect improvements in patient-important clinical outcomes.
Journal ArticleDOI
The benefits of playing video games
TL;DR: This article summarizes the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social, and proposes some candidate mechanisms by which playing videoGames may foster real-world psychosocial benefits.
Journal ArticleDOI
Mapping learning and game mechanics for serious games analysis
Sylvester Arnab,Theodore Lim,Maira B. Carvalho,Francesco Bellotti,Sara de Freitas,Sandy Louchart,Neil Suttie,Riccardo Berta,Alessandro De Gloria +8 more
TL;DR: The Learning Mechanics–Game Mechanics (LM-GM) model is proposed, which supports SG analysis and design by allowing reflection on the various pedagogical and game elements in an SG.
Journal ArticleDOI
Rehabilitation of Motor Function after Stroke: A Multiple Systematic Review Focused on Techniques to Stimulate Upper Extremity Recovery.
Samar Hatem,Samar Hatem,Geoffroy Saussez,Margaux M. della Faille,Vincent Prist,Xue X. Zhang,Delphine Dispa,Delphine Dispa,Yannick Bleyenheuft +8 more
TL;DR: This multiple systematic review focuses both on standard treatment methods and on innovating rehabilitation techniques used to promote upper extremity motor function in stroke patients to achieve the maximal motor function recovery for each patient.
Journal ArticleDOI
Assessment in and of serious games: an overview
TL;DR: This paper first reviews related literature regarding the educational effectiveness of serious games, then discusses how to assess the learning impact, and suggests two major directions for future research: characterization of the player's activity and better integration of assessment in games.
References
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