Serious Games

14,000,000 Leading Edge Experts on the ideXlab platform

Scan Science and Technology

Contact Leading Edge Experts & Companies

Scan Science and Technology

Contact Leading Edge Experts & Companies

The Experts below are selected from a list of 26373 Experts worldwide ranked by ideXlab platform

Marlies P Schijven - One of the best experts on this subject based on the ideXlab platform.

  • how to systematically assess Serious Games applied to health care
    Journal of Medical Internet Research, 2014
    Co-Authors: Maurits Graafland, Mary E W Dankbaar, Agali Mert, Joep Lagro, Laura De Witzuurendonk, Stephanie C E Schuit, Alma Schaafstal, Marlies P Schijven
    Abstract:

    The usefulness and effectiveness of specific Serious Games in the medical domain is often unclear. This is caused by a lack of supporting evidence on validity of individual Games, as well as a lack of publicly available information. Moreover, insufficient understanding of design principles among the individuals and institutions that develop or apply a medical Serious game compromises their use. This article provides the first consensus-based framework for the assessment of specific medical Serious Games. The framework provides 62 items in 5 main themes, aimed at assessing a Serious game’s rationale, functionality, validity, and data safety. This will allow caregivers and educators to make balanced choices when applying a Serious game for healthcare purposes. Furthermore, the framework provides game manufacturers with standards for the development of new, valid Serious Games.

  • systematic review of Serious Games for medical education and surgical skills training
    British Journal of Surgery, 2012
    Co-Authors: Maurits Graafland, Jan Maarten Schraagen, Marlies P Schijven
    Abstract:

    Background: The application of digital Games for training medical professionals is on the rise. So-called ‘SeriousGames form training tools that provide a challenging simulated environment, ideal for future surgical training. Ultimately, Serious Games are directed at reducing medical error and subsequent healthcare costs. The aim was to review current Serious Games for training medical professionals and to evaluate the validity testing of such Games. Methods: PubMed, Embase, the Cochrane Database of Systematic Reviews, PsychInfo and CINAHL were searched using predefined inclusion criteria for available studies up to April 2012. The primary endpoint was validation according to current criteria. Results: A total of 25 articles were identified, describing a total of 30 Serious Games. The Games were divided into two categories: those developed for specific educational purposes (17) and commercial Games also useful for developing skills relevant to medical personnel (13). Pooling of data was not performed owing to the heterogeneity of study designs and Serious Games. Six Serious Games were identified that had a process of validation. Of these six, three Games were developed for team training in critical care and triage, and three were commercially available Games applied to train laparoscopic psychomotor skills. None of the Serious Games had completed a full validation process for the purpose of use. Conclusion: Blended and interactive learning by means of Serious Games may be applied to train both technical and non-technical skills relevant to the surgical field. Games developed or used for this purpose need validation before integration into surgical teaching curricula.

Ana Filipa Barata - One of the best experts on this subject based on the ideXlab platform.

  • cognitive training on stroke patients via virtual reality based Serious Games
    Disability and Rehabilitation, 2017
    Co-Authors: Pedro Gamito, Diogo Morais, Jorge Oliveira, Carla Coelho, Paulo Lopes, Jose Pacheco, Rodrigo Brito, Fabio Soares, Nuno Santos, Ana Filipa Barata
    Abstract:

    AbstractPurpose: Use of virtual reality environments in cognitive rehabilitation offers cost benefits and other advantages. In order to test the effectiveness of a virtual reality application for neuropsychological rehabilitation, a cognitive training program using virtual reality was applied to stroke patients. Methods: A virtual reality-based Serious Games application for cognitive training was developed, with attention and memory tasks consisting of daily life activities. Twenty stroke patients were randomly assigned to two conditions: exposure to the intervention, and waiting list control. Results: The results showed significant improvements in attention and memory functions in the intervention group, but not in the controls. Conclusions: Overall findings provide further support for the use of VR cognitive training applications in neuropsychological rehabilitation.Implications for RehabilitationImprovements in memory and attention functions following a virtual reality-based Serious Games intervention....

Maurits Graafland - One of the best experts on this subject based on the ideXlab platform.

  • how to systematically assess Serious Games applied to health care
    Journal of Medical Internet Research, 2014
    Co-Authors: Maurits Graafland, Mary E W Dankbaar, Agali Mert, Joep Lagro, Laura De Witzuurendonk, Stephanie C E Schuit, Alma Schaafstal, Marlies P Schijven
    Abstract:

    The usefulness and effectiveness of specific Serious Games in the medical domain is often unclear. This is caused by a lack of supporting evidence on validity of individual Games, as well as a lack of publicly available information. Moreover, insufficient understanding of design principles among the individuals and institutions that develop or apply a medical Serious game compromises their use. This article provides the first consensus-based framework for the assessment of specific medical Serious Games. The framework provides 62 items in 5 main themes, aimed at assessing a Serious game’s rationale, functionality, validity, and data safety. This will allow caregivers and educators to make balanced choices when applying a Serious game for healthcare purposes. Furthermore, the framework provides game manufacturers with standards for the development of new, valid Serious Games.

  • systematic review of Serious Games for medical education and surgical skills training
    British Journal of Surgery, 2012
    Co-Authors: Maurits Graafland, Jan Maarten Schraagen, Marlies P Schijven
    Abstract:

    Background: The application of digital Games for training medical professionals is on the rise. So-called ‘SeriousGames form training tools that provide a challenging simulated environment, ideal for future surgical training. Ultimately, Serious Games are directed at reducing medical error and subsequent healthcare costs. The aim was to review current Serious Games for training medical professionals and to evaluate the validity testing of such Games. Methods: PubMed, Embase, the Cochrane Database of Systematic Reviews, PsychInfo and CINAHL were searched using predefined inclusion criteria for available studies up to April 2012. The primary endpoint was validation according to current criteria. Results: A total of 25 articles were identified, describing a total of 30 Serious Games. The Games were divided into two categories: those developed for specific educational purposes (17) and commercial Games also useful for developing skills relevant to medical personnel (13). Pooling of data was not performed owing to the heterogeneity of study designs and Serious Games. Six Serious Games were identified that had a process of validation. Of these six, three Games were developed for team training in critical care and triage, and three were commercially available Games applied to train laparoscopic psychomotor skills. None of the Serious Games had completed a full validation process for the purpose of use. Conclusion: Blended and interactive learning by means of Serious Games may be applied to train both technical and non-technical skills relevant to the surgical field. Games developed or used for this purpose need validation before integration into surgical teaching curricula.

David Cohen - One of the best experts on this subject based on the ideXlab platform.

  • Serious Games to teach social interactions and emotions to individuals with autism spectrum disorders (ASD)
    Computers and Education, 2017
    Co-Authors: Charline Grossard, Ouriel Grynszpan, Sylvie Serret, Anne-lise Jouen, Kevin Bailly, David Cohen
    Abstract:

    The use of information communication technologies (ICTs) in therapy offers new perspectives for treating many domains in individuals with autism spectrum disorders (ASD) because they can be used in many different ways and settings and they are attractive to the patients. We reviewed the available literature on Serious Games that are used to teach social interactions to individuals with ASD. After screening the Medline, Science Direct and ACM Digital Library databases, we found a total of 31 Serious Games: 16 that targeted emotion recognition or production and 15 that targeted social skills. There was a significant correlation between the number of reports per year and the year of publication. Serious Games appeared promising because they can support training on many different skills and they favour interactions in diverse contexts and situations, some of which may resemble real life. However, the currently available Serious Games exhibit some limitations: (i) most of them are developed for High-Functioning individuals; (ii) their clinical validation has rarely met the evidence-based medicine standards; (iii) the game design is not usually described; and, (iv) in many cases, the clinical validation and playability/game design are not compatible.

Pedro Gamito - One of the best experts on this subject based on the ideXlab platform.

  • cognitive training on stroke patients via virtual reality based Serious Games
    Disability and Rehabilitation, 2017
    Co-Authors: Pedro Gamito, Diogo Morais, Jorge Oliveira, Carla Coelho, Paulo Lopes, Jose Pacheco, Rodrigo Brito, Fabio Soares, Nuno Santos, Ana Filipa Barata
    Abstract:

    AbstractPurpose: Use of virtual reality environments in cognitive rehabilitation offers cost benefits and other advantages. In order to test the effectiveness of a virtual reality application for neuropsychological rehabilitation, a cognitive training program using virtual reality was applied to stroke patients. Methods: A virtual reality-based Serious Games application for cognitive training was developed, with attention and memory tasks consisting of daily life activities. Twenty stroke patients were randomly assigned to two conditions: exposure to the intervention, and waiting list control. Results: The results showed significant improvements in attention and memory functions in the intervention group, but not in the controls. Conclusions: Overall findings provide further support for the use of VR cognitive training applications in neuropsychological rehabilitation.Implications for RehabilitationImprovements in memory and attention functions following a virtual reality-based Serious Games intervention....