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Open AccessJournal ArticleDOI

Video Games in Health Care: Closing the Gap

Pamela M. Kato
- 01 Jun 2010 - 
- Vol. 14, Iss: 2, pp 113-121
TLDR
In this review, examples in the scientific literature of commercially available and tailor-made games used for education and training with patients and medical students and doctors are summarized.
Abstract
Although a great deal of media attention has been given to the negative effects of playing video games, relatively less attention has been paid to the positive effects of engaging in this activity. Video games in health care provide ample examples of innovative ways to use existing commercial games for health improvement or surgical training. Tailor-made games help patients be more adherent to treatment regimens and train doctors how to manage patients in different clinical situations. In this review, examples in the scientific literature of commercially available and tailor-made games used for education and training with patients and medical students and doctors are summarized. There is a history of using video games with patients from the early days of gaming in the 1980s, and this has evolved into a focus on making tailor-made games for different disease groups, which have been evaluated in scientific trials more recently. Commercial video games have been of interest regarding their impact on surgical skill. More recently, some basic computer games have been developed and evaluated that train doctors in clinical skills. The studies presented in this article represent a body of work outlining positive effects of playing video games in the area of health care.

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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.
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The “I's” Have It: A Framework for Serious Educational Game Design:

TL;DR: In this paper, a nested model of 6 elements for educational game design is presented, grounded in research and theory in both education and psychology, along with instructional technology and the learning sciences.
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Current and Future Trends in Internet-Supported Mental Health Interventions

TL;DR: It is found that there is strong evidence to support the effective use and future development of a variety of online mental health applications.
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A meta-analysis of serious digital games for healthy lifestyle promotion.

TL;DR: A meta-analysis of 54 serious digital game studies for healthy lifestyle promotion outcomes and the role of theoretically and clinically important moderators showed that serious games have small positive effects on healthy lifestyles.
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Modeling the efficacy of persuasive strategies for different gamer types in serious games for health

TL;DR: A large-scale study on 1,108 gamers is conducted to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities to theTen PT strategies are examined.
References
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BookDOI

To Err Is Human Building a Safer Health System

TL;DR: Boken presenterer en helhetlig strategi for hvordan myndigheter, helsepersonell, industri og forbrukere kan redusere medisinske feil.
Journal ArticleDOI

Crossing the Quality Chasm: A New Health System for the 21st Century

Alastair Baker
- 17 Nov 2001 - 
TL;DR: Analyzing health care organizations as complex systems, Crossing the Quality Chasm also documents the causes of the quality gap, identifies current practices that impede quality care, and explores how systems approaches can be used to implement change.
Journal ArticleDOI

The file drawer problem and tolerance for null results

TL;DR: Quantitative procedures for computing the tolerance for filed and future null results are reported and illustrated, and the implications are discussed.
Journal ArticleDOI

Action video game modifies visual selective attention

TL;DR: It is shown that action-video-game playing is capable of altering a range of visual skills, and non-players trained on an action video game show marked improvement from their pre-training abilities.
Journal ArticleDOI

Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games

TL;DR: A brief overview of the history, research, and theory related to play can be found in this article, where a hybrid interactive learning environment is suggested based on the constructivist concept of a microworld and supported with elements of both games and simulations.
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