GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
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GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
#Gamification in #Healthace.. #seriousgames #ehealth #mhealth
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Mark Zuckerberg Quietly Buries the Metaverse

Mark Zuckerberg Quietly Buries the Metaverse | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
The CEO of social-media giant Meta has sworn by AI, popularized by the chatbot ChatGPT.
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From Digital health to the metaverse, the new frontiers of medicine are dressed in innovation

From Digital health to the metaverse, the new frontiers of medicine are dressed in innovation | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
We are at the beginning of a new chapter of the internet age. A new platform that «will be even more immersive; an internet in which the user is part of the experience and does not just watch it». These words by Facebook number one Mark Zuckerberg, spoken at the now famous Connect conference in […]
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How games can make behavioural science better

How games can make behavioural science better | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Wordle, Minecraft and Scrabble are played online by millions. Gamifying experiments can make behavioural research more inclusive, rigorous and reproducible — if it’s done right.
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Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials

Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Background: Gamification refers to the use of game elements in nongame contexts. The use of gamification to change behaviors and promote physical activity (PA) is a promising avenue for tackling the global physical inactivity pandemic and the current prevalence of chronic diseases. However, there is no evidence of the effectiveness of gamified interventions with the existence of mixed results in the literature.
Objective: The aim of this systematic review and meta-analysis is to evaluate the effectiveness of gamified interventions and their health care potential by testing the generalizability and sustainability of their influence on PA and sedentary behavior.
Methods: A total of 5 electronic databases (PubMed, Embase, Scopus, Web of Science, and the Cochrane Central Register of Controlled Trials) were searched for randomized controlled trials published in English from 2010 to 2020. Eligibility criteria were based on the components of the participants, interventions, comparators, and outcomes framework. Studies were included when they used gamified interventions in daily life with an active or inactive control group and when they assessed a PA or sedentary behavior outcome. We conducted meta-analyses using a random-effects model approach. Sensitivity analyses, influence analyses, and publication bias analyses were performed to examine the robustness of our results.
Results: The main meta-analysis performed on 16 studies and 2407 participants revealed a small to medium summary effect of gamified interventions on PA behavior (Hedges g=0.42, 95% CI 0.14-0.69). No statistical difference among different subgroups (adults vs adolescents and healthy participants vs adults with chronic diseases) and no interaction effects with moderators such as age, gender, or BMI were found, suggesting good generalizability of gamified interventions to different user populations. The effect was statistically significant when gamified interventions were compared with inactive control groups, such as waiting lists (Hedges g=0.58, 95% CI 0.08-1.07), and active control groups that included a nongamified PA intervention (Hedges g=0.23, 95% CI 0.05-0.41). This suggests that gamified interventions are not only efficient in changing behavior but also more effective compared with other behavioral interventions. The long-term effect (measured with follow-up averaging 14 weeks after the end of the intervention) was weaker, with a very small to small effect (Hedges g=0.15, 95% CI 0.07-0.23).
Conclusions: This meta-analysis confirms that gamified interventions are promising for promoting PA in various populations. Additional analyses revealed that this effect persists after the follow-up period, suggesting that it is not just a novelty effect caused by the playful nature of gamification, and that gamified products appear effective compared with equivalent nongamified PA interventions. Future rigorous trials are required to confirm these findings.
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Le secteur de la santé se tourne vers l'industrie du jeu pour construire ses métavers

Le secteur de la santé se tourne vers l'industrie du jeu pour construire ses métavers | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Alors que de plus en plus d'entreprises et d'industries s'aventurent dans les métavers, une société de soins de santé explique comment elle utilise les p
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H’Ability met la réalité virtuelle au service de la rééducation

H’Ability met la réalité virtuelle au service de la rééducation | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

La réalité virtuelle trouve de plus en plus sa place dans l’univers médical. La start-up H’ability s’inscrit dans cette voie avec une...-Réalité virtuelle

Via Rémy TESTON
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Heroes vs. Villains: How Gamification Helped in the Fight Against COVID-19

Heroes vs. Villains: How Gamification Helped in the Fight Against COVID-19 | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Heroes vs. Villains: How Gamification Helped in the Fight Against COVID-19

Lire l'article complet sur : www.sidekickhealth.com

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Can VR act as a digital therapeutic?

Can VR act as a digital therapeutic? | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
There are neurological benefits to engaging in an immersive environment where experiences can be controlled and stimuli can be regulated.
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#Cancer : se préparer à la #radiothérapie grâce à un casque de #réalitévirtuelle #Cyberknife #RadOnc #luttecontrelecancer #traitement @3DSfrance

#Cancer : se préparer à la #radiothérapie grâce à un casque de #réalitévirtuelle #Cyberknife #RadOnc #luttecontrelecancer #traitement @3DSfrance | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Le dispositif permet aux patients de découvrir sereinement le déroulement des séances.

Via ACCURAY FRANCE, Gabriel David
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Evidence-backed VR therapy helps patients overcome phobias -

Evidence-backed VR therapy helps patients overcome phobias - | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Adam Hutchinson, founder of oVRcome, discusses the weight the New Zealand-based company places on ensuring the accuracy and effectiveness of its virtual reality (VR) treatments through clinical trials. 
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#Santé : à l'hôpital, la #RéalitéVirtuelle pour traiter la #douleur des #patients #3D #CancerDuSein @CliniqueAnjou @Bliss_DTx @MlaniePron1 @leffet_papillon

#Santé : à l'hôpital, la #RéalitéVirtuelle pour traiter la #douleur des #patients #3D #CancerDuSein @CliniqueAnjou @Bliss_DTx @MlaniePron1 @leffet_papillon | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Une entreprise mayennaise a mis au point, après 10 ans de recherche et développement, un casque de réalité virtuelle pour permettre aux patients à l’hôpital d’oublier la douleur pendant une opération, en se plongean

Via ACCURAY FRANCE
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Radiothérapie: atténuer les peurs par la réalité virtuelle - Sciences et Avenir

Radiothérapie: atténuer les peurs par la réalité virtuelle - Sciences et Avenir | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
La machine est massive, son gros bras articulé à six degrés de mouvement, impressionnant. Le Cyberknife, c'est son nom, est un robot de radiochirurgie conçu par une société californienne, capable de tourner autour du patient pour mieux cibler les organes cibles et amoindrir la dose de rayons X...
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Réputés addictifs, comment les jeux vidéo peuvent aussi avoir des effets bénéfiques sur la santé

Réputés addictifs, comment les jeux vidéo peuvent aussi avoir des effets bénéfiques sur la santé | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Souvent décrié pour son caractère addictif, le jeu vidéo peut aussi avoir des effets bénéfiques sur la santé. Notamment en ce qui concerne la gestion de la douleur.
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Santé : en Angleterre, des étudiants se forment à la médecine grâce à la réalité virtuelle

Santé : en Angleterre, des étudiants se forment à la médecine grâce à la réalité virtuelle | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Un hôpital londonien propose à des étudiants de se confronter à des situations concrètes d'urgence médicale. Via un casque de réalité virtuelle, ils doivent prendre des décisions qui influeront sur la santé du patient virtuel.
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Using virtual reality to investigate autism's neural network dynamics

Using virtual reality to investigate autism's neural network dynamics | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
An international research collaboration has developed a VR imaging system that can measure a wide range of neural activity in the cortices of mice during active behavior. This enabled them to illuminate the abnormalities in cortical functional network dynamics that are found in autism model mice.

Via Emmanuel Capitaine
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Virtual Reality for Patients With Schizophrenia

Virtual Reality for Patients With Schizophrenia | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
VR-based training may help improve social cognition and functioning in patients with schizophrenia.
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FDA outlines benefits and risks of emerging augmented and virtual reality medical devices

FDA outlines benefits and risks of emerging augmented and virtual reality medical devices | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
AR/VR may increase access to healthcare and make procedures less invasive, but could potentially cause cybersickness and head and neck strain.
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DeepWell DTx is a startup that hopes to put video games to work as real medical therapies

DeepWell DTx is a startup that hopes to put video games to work as real medical therapies | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
DeepWell DTx is a video game development and publishing business that will build therapeutic games in-house and a regulatory services provider for navigating the Food & Drug Administration's bureaucracy.
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Modules et Serious Games sur le handicap – #hcsmeufr #digitalhealth

Modules et Serious Games sur le handicap – #hcsmeufr #digitalhealth | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
La semaine européenne pour l’emploi des personnes handicapées (SEEPH2022) se déroule du 14 au 22 novembre, des ressources interactives présentées sous...

Via Doc-Ifsi-Narbonne
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Interview CNCH à regarder @izycardio @FadiJAMAL2 il est top ! #cardioparc #hcsmeufr #esante

Fadi Jamal - Président izyCardio CardioParc
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Digital health: Can a video game approach help patients with disease management? | McKinsey  #hcsmeufr #esante

Sidekick Health is out to show that gamified, digital therapeutics programs can help patients more effectively manage their chronic conditions.
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Gamified Therapy PDT Yields High Support From Children With Neurodevelopmental Disabilities

Gamified Therapy PDT Yields High Support From Children With Neurodevelopmental Disabilities | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
A digital pet app used as a prescription digital therapeutic (PDT) to encourage children to complete prescribed therapies received high engagement and function scores from children living with neurodevelopmental disabilities.
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Smith+Nephew introduces smart glasses into the operating room to enable remote technical support for UK surgeons during procedures –

Smith+Nephew introduces smart glasses into the operating room to enable remote technical support for UK surgeons during procedures – | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Smith+Nephew, the global medical technology company, today announces a partnership with Rods&Cones to provide smart surgery glasses and digital remote assistance to customers.
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XRHealth Secures $10M to Expand Virtual Reality Treatment in the Metaverse

XRHealth Secures $10M to Expand Virtual Reality Treatment in the Metaverse | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

XRHealth, the gateway to the healthcare metaverse raises $10M in funding to expand virtual healthcare treatment in the Metaverse.

Lire l'article complet sur : hitconsultant.net

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First Fully Immersive 3D Augmented Reality Surgical Navigation System Achieves FDA Approval for Precision Spine Surgery –

First Fully Immersive 3D Augmented Reality Surgical Navigation System Achieves FDA Approval for Precision Spine Surgery – | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
VisAR, an augmented reality surgical navigation system from healthcare technology leader Novarad™, receives FDA 510(k) approval for precision guided intraoperative spine surgery.
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