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The CEO of social-media giant Meta has sworn by AI, popularized by the chatbot ChatGPT.
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 […]
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.
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.
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
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
Heroes vs. Villains: How Gamification Helped in the Fight Against COVID-19 Lire l'article complet sur : www.sidekickhealth.com
There are neurological benefits to engaging in an immersive environment where experiences can be controlled and stimuli can be regulated.
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.
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
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...
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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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.
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
VR-based training may help improve social cognition and functioning in patients with schizophrenia.
AR/VR may increase access to healthcare and make procedures less invasive, but could potentially cause cybersickness and head and neck strain.
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.
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
Fadi Jamal - Président izyCardio CardioParc
Sidekick Health is out to show that gamified, digital therapeutics programs can help patients more effectively manage their chronic conditions.
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.
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.
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
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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