1
|
Fijačko N, Masterson Creber R, Metličar Š, Strnad M, Greif R, Štiglic G, Skok P. Effects of a Serious Smartphone Game on Nursing Students' Theoretical Knowledge and Practical Skills in Adult Basic Life Support: Randomized Wait List-Controlled Trial. JMIR Serious Games 2024; 12:e56037. [PMID: 38578690 PMCID: PMC11031703 DOI: 10.2196/56037] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/03/2024] [Revised: 02/19/2024] [Accepted: 03/10/2024] [Indexed: 04/06/2024] Open
Abstract
BACKGROUND Retention of adult basic life support (BLS) knowledge and skills after professional training declines over time. To combat this, the European Resuscitation Council and the American Heart Association recommend shorter, more frequent BLS sessions. Emphasizing technology-enhanced learning, such as mobile learning, aims to increase out-of-hospital cardiac arrest (OHCA) survival and is becoming more integral in nursing education. OBJECTIVE The aim of this study was to investigate whether playing a serious smartphone game called MOBICPR at home can improve and retain nursing students' theoretical knowledge of and practical skills in adult BLS. METHODS This study used a randomized wait list-controlled design. Nursing students were randomly assigned in a 1:1 ratio to either a MOBICPR intervention group (MOBICPR-IG) or a wait-list control group (WL-CG), where the latter received the MOBICPR game 2 weeks after the MOBICPR-IG. The aim of the MOBICPR game is to engage participants in using smartphone gestures (eg, tapping) and actions (eg, talking) to perform evidence-based adult BLS on a virtual patient with OHCA. The participants' theoretical knowledge of adult BLS was assessed using a questionnaire, while their practical skills were evaluated on cardiopulmonary resuscitation quality parameters using a manikin and a checklist. RESULTS In total, 43 nursing students participated in the study, 22 (51%) in MOBICPR-IG and 21 (49%) in WL-CG. There were differences between the MOBICPR-IG and the WL-CG in theoretical knowledge (P=.04) but not in practical skills (P=.45) after MOBICPR game playing at home. No difference was noted in the retention of participants' theoretical knowledge and practical skills of adult BLS after a 2-week break from playing the MOBICPR game (P=.13). Key observations included challenges in response checks with a face-down manikin and a general neglect of safety protocols when using an automated external defibrillator. CONCLUSIONS Playing the MOBICPR game at home has the greatest impact on improving the theoretical knowledge of adult BLS in nursing students but not their practical skills. Our findings underscore the importance of integrating diverse scenarios into adult BLS training. TRIAL REGISTRATION ClinicalTrials.gov (NCT05784675); https://clinicaltrials.gov/study/NCT05784675.
Collapse
Affiliation(s)
- Nino Fijačko
- Faculty of Health Sciences, University of Maribor, Maribor, Slovenia
- Maribor University Medical Centre, Maribor, Slovenia
| | | | - Špela Metličar
- Faculty of Health Sciences, University of Maribor, Maribor, Slovenia
- Medical Dispatch Centre Maribor, University Clinical Centre Ljubljana, Ljubljana, Slovenia
| | - Matej Strnad
- Maribor University Medical Centre, Maribor, Slovenia
- Faculty of Medicine, University of Maribor, Maribor, Slovenia
- Community Healthcare Center Dr Adolfa Drolca Maribor, Maribor, Slovenia
| | - Robert Greif
- European Resuscitation Council Research Net, Niels, Belgium
- University of Bern, Bern, Switzerland
- School of Medicine, Sigmund Freud University Vienna, Vienna, Austria
| | - Gregor Štiglic
- Faculty of Health Sciences, University of Maribor, Maribor, Slovenia
- Faculty of Electrical Engineering and Computer Science, University of Maribor, Maribor, Slovenia
| | - Pavel Skok
- Maribor University Medical Centre, Maribor, Slovenia
| |
Collapse
|
2
|
Abramsky S, Barbosa RS, Searle A. Combining contextuality and causality: a game semantics approach. Philos Trans A Math Phys Eng Sci 2024; 382:20230002. [PMID: 38281714 PMCID: PMC10822710 DOI: 10.1098/rsta.2023.0002] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/10/2023] [Accepted: 10/02/2023] [Indexed: 01/30/2024]
Abstract
We develop an approach to combining contextuality with causality, which is general enough to cover causal background structure, adaptive measurement-based quantum computation and causal networks. The key idea is to view contextuality as arising from a game played between Experimenter and Nature, allowing for causal dependencies in the actions of both the Experimenter (choice of measurements) and Nature (choice of outcomes). This article is part of the theme issue 'Quantum contextuality, causality and freedom of choice'.
Collapse
Affiliation(s)
- Samson Abramsky
- Department of Computer Science, University College London, 66–72 Gower Street, London WC1E 6EA, UK
| | - Rui Soares Barbosa
- INL—International Iberian Nanotechnology Laboratory, Av. Mestre José Veiga, 4715-330 Braga, Portugal
| | - Amy Searle
- Department of Physics, University of Oxford, Clarendon Laboratory, Parks Road, Oxford OX1 3PU, UK
| |
Collapse
|
3
|
Gunderson M, Solberg R, Kronman L, De Seta G, Rettberg JW. Machine vision situations: Tracing distributed agency. Open Res Eur 2024; 3:132. [PMID: 38655131 PMCID: PMC11036037 DOI: 10.12688/openreseurope.16112.2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 02/27/2024] [Indexed: 04/26/2024]
Abstract
This article proposes a new method for tracing and examining agency in heterogeneous assemblages, focusing on the role of machine vision technologies in creative works. We introduce the concept of the "machine vision situation" and define it as the moment in which machine vision technologies come into play and make a difference to the course of events. By taking situations as the unit of analysis, we identify moments at which machine vision technologies take part in actions without reducing them to either tools or protagonists, instead allowing for more complex agential entanglements between human and non-human actors. Grounded on an interdisciplinary theoretical framework, this article demonstrates how an analytical unit such as the machine vision situation is a valuable method for tracing how agency is distributed. We illustrate this through three examples by applying the method to creative works - narratives, digital games, and artworks - revealing key aspects of distributed agency and calling attention to the excess, complications, and messy entanglements that might otherwise be overlooked in analyses of agential assemblages. The machine vision situation is shown to be a flexible unit of analysis that can be productively incorporated in both quantitative and qualitative studies and applied to other contexts in which human and non-human agencies interact.
Collapse
Affiliation(s)
- Marianne Gunderson
- Department of Linguistic, Literary and Aesthetic Studies, University of Bergen, Bergen, 5020, Norway
| | - Ragnhild Solberg
- Department of Art and Media Studies, Norwegian University of Science and Technology, Trondheim, 7491, Norway
| | - Linda Kronman
- Department of Linguistic, Literary and Aesthetic Studies, University of Bergen, Bergen, 5020, Norway
| | - Gabriele De Seta
- Department of Linguistic, Literary and Aesthetic Studies, University of Bergen, Bergen, 5020, Norway
| | - Jill Walker Rettberg
- Department of Linguistic, Literary and Aesthetic Studies, University of Bergen, Bergen, 5020, Norway
| |
Collapse
|
4
|
Friehs MA, Klarkowski M, Frommel J, Phillips C, Mandryk RL. Fighting fair: community perspectives on the fairness of performance enhancement in esports. Front Sports Act Living 2024; 6:1330755. [PMID: 38532852 PMCID: PMC10963441 DOI: 10.3389/fspor.2024.1330755] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/31/2023] [Accepted: 03/04/2024] [Indexed: 03/28/2024] Open
Abstract
Aims This study aims to explore community perspectives on enhancer usage in competitive gaming and esports, focusing on the perception of fairness and concerns about various potential performance enhancers. Methods We conducted both qualitative and quantitative surveys to understand the competitive gaming community's opinions on different types of performance enhancers and their potential impact on esports. A thematic analysis was performed to identify key themes in how players rationalize their opinions. Conclusions The gaming community differentiates between potential performance enhancers based on how problematic they are for the esports scene, with the most concern surrounding hard drugs, pharmaceuticals, and brain stimulation interventions. Participants who are more invested in competitive gaming tend to be more sceptical of enhancers and express greater concerns. Four themes were identified in the thematic analysis: (1) risk, (2) morality, (3) enhancer effects, and (4) regulation. To increase acceptance and perceived legitimacy in decision-making, it is recommended that regulators engage a variety of stakeholders in transparent decision-making processes when forming tournament rules and regulations. This will help address the fragmented regulatory landscape and prevent potential differences in the perception of tournament winners based on the governing body supervising the competition.
Collapse
Affiliation(s)
- Maximilian A. Friehs
- Psychology of Conflict Risk and Safety, University of Twente, Enschede, Netherlands
- School of Psychology, University College Dublin, Dublin, Ireland
- Max-Planck Institute for Human Cognitive and Brain Sciences, Leipzig, Germany
| | - Madison Klarkowski
- Human-Computer Interaction Lab, Department of Computer Science, University of Saskatchewan, Leipzig, Germany
| | - Julian Frommel
- Interaction Media Group, Information and Computing Sciences, Utrecht University, Utrecht, Netherlands
| | - Cody Phillips
- Human-Computer Interaction Lab, Department of Computer Science, University of Saskatchewan, Leipzig, Germany
| | - Regan L. Mandryk
- Faculty of Computer Science, University of Victoria, Victoria, BC, Canada
| |
Collapse
|
5
|
Wooldridge AR, Morgan J, Ramadhani WA, Hanson K, Vazquez-Melendez E, Kendhari H, Shaikh N, Riech T, Mischler M, Krzyzaniak S, Barton G, Formella KT, Abbott ZR, Farmer JN, Ebert-Allen R, Croland T. Interactions in Sociotechnical Systems: Achieving Balance in the Use of an Augmented Reality Mobile Application. Hum Factors 2024; 66:658-682. [PMID: 35549474 DOI: 10.1177/00187208221093830] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
OBJECTIVE We explore relationships between barriers and facilitators experienced by users to understand dynamic interactions in sociotechnical systems and improve a mobile phone-based augmented reality application that teaches users about the contents of a standardized pediatric code cart. BACKGROUND Understanding interactions between performance obstacles and facilitators can provide guidance to (re)designing sociotechnical systems to improve system outcomes. Clinicians should know about contents and organization of code carts, and an augmented reality mobile application may improve that knowledge but changes the sociotechnical system in which they learn. Prior work identified barriers and facilitators impacting the use of this application-participants described dimensions together, indicating interactions that are explored in the current study. METHOD We conducted four focus groups (number of clinicians = 18) and two interviews with clinicians who used the application. We performed a secondary analysis of focus group data exploring interactions between previously identified barriers and facilitators to application use. We used epistemic network analysis to visualize these interactions. RESULTS Work system barriers interacted with barriers and facilitators interacted with facilitators to amplify cumulative negative or positive impact, respectively. Facilitators balanced barriers, mitigating negative impact. Facilitators also exacerbated barriers, worsening negative impact. CONCLUSION Barriers and facilitators interact and can amplify, balance, and exacerbate each other-notably, positives are not always positive. To obtain desired outcomes, interactions must be further considered in sociotechnical system design, for example, the potential improvements to the application we identified.
Collapse
Affiliation(s)
| | | | | | - Keith Hanson
- University of Illinois College of Medicine at Peoria, IL, USA
| | | | | | - Nadia Shaikh
- University of Illinois College of Medicine at Peoria, IL, USA
| | - Teresa Riech
- University of Illinois College of Medicine at Peoria, IL, USA
| | | | | | - Ginger Barton
- OSF HealthCare Children's Hospital of Illinois, Peoria, IL, USA
| | - Kyle T Formella
- Jump Simulation, Peoria, IL, USA
- OSF HealthCare, Peoria, IL, USA
| | | | - John N Farmer
- Jump Simulation, Peoria, IL, USA
- OSF HealthCare, Peoria, IL, USA
| | | | - Trina Croland
- University of Illinois College of Medicine at Peoria, IL, USA
- OSF HealthCare Children's Hospital of Illinois, Peoria, IL, USA
- Jump Simulation, Peoria, IL, USA
| |
Collapse
|
6
|
Wong RS, Tung KTS, Ho FKW, Wong WHS, Chow CB, Chan KL, Fu KW, Ip P. Effect of a Mobile Game-Based Intervention to Enhance Child Safety: Randomized Controlled Trial. J Med Internet Res 2024; 26:e51908. [PMID: 38354042 PMCID: PMC10902767 DOI: 10.2196/51908] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/16/2023] [Revised: 12/28/2023] [Accepted: 01/22/2024] [Indexed: 02/16/2024] Open
Abstract
BACKGROUND Evidence supports the effectiveness of serious games in health education, but little is known about their effects on the psychosocial well-being of children in the general population. OBJECTIVE This study aimed to investigate the potential of a mobile game-based safety education program in improving children's safety and psychosocial outcomes. METHODS Safe City is a mobile roleplaying game specifically designed to educate children in Hong Kong about safety. This randomized controlled trial included 340 children in grades 4 through 6. Intervention arm participants (n=170) were instructed to play the Safe City mobile game for 4 weeks, whereas control arm participants (n=170) received a safety booklet. All participants completed a survey on safety knowledge and behaviors and psychosocial problems at baseline (T1), 1 month postintervention (T2), and 3 months postintervention (T3). Cumulative game scores and mini-game performance were analyzed as a proxy for the extent of exposure to the game. Outcome data were analyzed using 2-sample 2-tailed t tests to compare mean change from T1 to T2 and to T3 for intervention versus control arm participants. The association of game use with outcome changes postintervention was analyzed using generalized additive models. RESULTS No significant differences were found in mean changes between the intervention and control arms. However, use analyses showed that higher game scores were associated with improvements in safe behavior (P=.03) and internalizing problems (P=.01) at T3. Matching and Spot the Danger mini-game performance significantly predicted improvements in safety knowledge at T2 and T3. CONCLUSIONS Analysis of use has shown that playing the Safe City mobile game can result in significant improvements in safety knowledge and reductions in unsafe behavior and internalizing problems. These findings provide evidence for the positive impact of serious games on psychological and social well-being, highlighting the potential of technology-driven interventions to assist children in learning about safety and preventing injuries. TRIAL REGISTRATION ClinicalTrials.org NCT04096196; https://clinicaltrials.gov/show/NCT04096196. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID) RR2-10.2196/17756.
Collapse
Affiliation(s)
- Rosa S Wong
- Department of Special Education and Counselling, The Education University of Hong Kong, Hong Kong, China (Hong Kong)
| | - Keith T S Tung
- Department of Paediatrics and Adolescent Medicine, The University of Hong Kong, Hong Kong, China (Hong Kong)
| | - Frederick K W Ho
- Institute of Health and Wellbeing, University of Glasgow, Glasgow, United Kingdom
| | - Wilfred H S Wong
- Department of Paediatrics and Adolescent Medicine, The University of Hong Kong, Hong Kong, China (Hong Kong)
| | - Chun Bong Chow
- Department of Paediatrics and Adolescent Medicine, The University of Hong Kong, Hong Kong, China (Hong Kong)
| | - Ko Ling Chan
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong, China (Hong Kong)
| | - King Wa Fu
- Journalism and Media Studies Centre, The University of Hong Kong, Hong Kong, China (Hong Kong)
| | - Patrick Ip
- Department of Paediatrics and Adolescent Medicine, The University of Hong Kong, Hong Kong, China (Hong Kong)
| |
Collapse
|
7
|
Liu C, Cong J, Yao W, Zhu E. Playing Extensive Games with Learning of Opponent's Cognition. Sensors (Basel) 2024; 24:1078. [PMID: 38400237 PMCID: PMC10892379 DOI: 10.3390/s24041078] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/20/2023] [Revised: 12/01/2023] [Accepted: 01/16/2024] [Indexed: 02/25/2024]
Abstract
Decision-making is a basic component of agents' (e.g., intelligent sensors) behaviors, in which one's cognition plays a crucial role in the process and outcome. Extensive games, a class of interactive decision-making scenarios, have been studied in diverse fields. Recently, a model of extensive games was proposed in which agent cognition of the structure of the underlying game and the quality of the game situations are encoded by artificial neural networks. This model refines the classic model of extensive games, and the corresponding equilibrium concept-cognitive perfect equilibrium (CPE)-differs from the classic subgame perfect equilibrium, since CPE takes agent cognition into consideration. However, this model neglects the consideration that game-playing processes are greatly affected by agents' cognition of their opponents. To this end, in this work, we go one step further by proposing a framework in which agents' cognition of their opponents is incorporated. A method is presented for evaluating opponents' cognition about the game being played, and thus, an algorithm designed for playing such games is analyzed. The resulting equilibrium concept is defined as adversarial cognition equilibrium (ACE). By means of a running example, we demonstrate that the ACE is more realistic than the CPE, since it involves learning about opponents' cognition. Further results are presented regarding the computational complexity, soundness, and completeness of the game-solving algorithm and the existence of the equilibrium solution. This model suggests the possibility of enhancing an agent's strategic ability by evaluating opponents' cognition.
Collapse
Affiliation(s)
- Chanjuan Liu
- School of Computer Science and Technology, Dalian University of Technology, Dalian 116024, China; (C.L.); (J.C.); (W.Y.)
| | - Jinmiao Cong
- School of Computer Science and Technology, Dalian University of Technology, Dalian 116024, China; (C.L.); (J.C.); (W.Y.)
| | - Weihong Yao
- School of Computer Science and Technology, Dalian University of Technology, Dalian 116024, China; (C.L.); (J.C.); (W.Y.)
| | - Enqiang Zhu
- Institute of Computing Science and Technology, Guangzhou University, Guangzhou 510006, China
| |
Collapse
|
8
|
Petrušič T, Novak D. A 16-week school-based intervention improves physical fitness in Slovenian children: a randomized controlled trial. Front Physiol 2024; 15:1311046. [PMID: 38304115 PMCID: PMC10830706 DOI: 10.3389/fphys.2024.1311046] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/09/2023] [Accepted: 01/08/2024] [Indexed: 02/03/2024] Open
Abstract
Introduction: The aim of this study was to evaluate the effects of a 16-week school-based physical activity (PA) intervention on physical fitness (PF) (speed, hand-eye coordination, flexibility) of 8- to 9-year-olds. Methods: A total of seventy-eight boys and girls (boys: n = 45, aged 8.4 ± 4.9 years; girls: n = 42, aged 8.6 ± 0.5 years) from a school in Slovenia were randomly assigned to either a group with an after-school PA program (EXP) or a control group (CON) that participated exclusively in mandatory physical education (PE). The EXP group engaged in the extracurricular PA program for 60 min twice a week for 16 weeks, concurrent with regular PE classes. The program primarily involved elementary PE games that included elements of athletics (e.g., skipping, push- off running, hopping, crossstepping, and jumping) and gymnastics (e.g., handstand, forward roll, backward roll, hand support jumps, squat jump on a vault box, climbing on horizontal bars, incline benches and ropes, crawling, and jumping rope). Standardized tests appropriate for this age group were used to assess PF, including the sit and reach test (SAR), the 30-meter sprint, and the alternate hand wall toss test at distances of 1.0 and 2.0 m (AHWT 1.0 and 2.0). Results: There was a significant group-time interaction for SAR test (EXP group increase: +1.6 cm, +6.3%; CON group decrease: -0.1 cm, -0.4%; p < 0.001, ηp2 = 0.361), and the 30 m sprint (EXP group improvement: -0.4 s, -6.3%; CON group decrease: +0.1 s, +1.6%; p < 0.001, ηp2 = 0.193). Similarly, the EXP group improved by +2.1 points (+25.6%) in the 1.0 m wall throw with the alternating hand, while the CON group showed only minimal changes (-0.2 points, -2.4%; p < 0.001, ηp2 = 0.545). No significant interaction was found for the 2.0 m toss (EXP and CON group both -0.1 points, -2.6%; p = 0.888, ηp2 = 0.001). Post-hoc analyses with paired t-tests revealed that the EXP group showed significant improvements in SAR test (p < 0.001), 30 m sprint (p < 0.001) and AHWT 1.0 test (p < 0.001), while the CON group showed no significant changes in SAR test (p = 0.533), 30 m sprint (p = 0.150), AHWT 1.0 test (p = 0.186) and AHWT 2.0 test (p = 0.430). Discussion: The results of the study showed that the extracurricular program with only two additional weekly sessions significantly improved the components of PF in 8- to 9-year olds. Significant improvements were observed in the areas of flexibility, speed and coordination, as shown in the SAR test, 30-meter sprint and 1.0-meter handwall toss tests. However, no similar improvements were observed in the 2.0-meter handwall toss, which illustrates the specific areas of impact of the program.
Collapse
Affiliation(s)
- Tanja Petrušič
- Faculty of Education, University of Ljubljana, Ljubljana, Slovenia
| | - Dario Novak
- Faculty of Kinesiology, University of Zagreb, Zagreb, Croatia
| |
Collapse
|
9
|
Tolks D, Schmidt JJ, Kuhn S. The Role of AI in Serious Games and Gamification for Health: Scoping Review. JMIR Serious Games 2024; 12:e48258. [PMID: 38224472 PMCID: PMC10825760 DOI: 10.2196/48258] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/19/2023] [Revised: 10/12/2023] [Accepted: 10/18/2023] [Indexed: 01/16/2024] Open
Abstract
BACKGROUND Artificial intelligence (AI) and game-based methods such as serious games or gamification are both emerging technologies and methodologies in health care. The merging of the two could provide greater advantages, particularly in the field of therapeutic interventions in medicine. OBJECTIVE This scoping review sought to generate an overview of the currently existing literature on the connection of AI and game-based approaches in health care. The primary objectives were to cluster studies by disease and health topic addressed, level of care, and AI or games technology. METHODS For this scoping review, the databases PubMed, Scopus, IEEE Xplore, Cochrane Library, and PubPsych were comprehensively searched on February 2, 2022. Two independent authors conducted the screening process using Rayyan software (Rayyan Systems Inc). Only original studies published in English since 1992 were eligible for inclusion. The studies had to involve aspects of therapy or education in medicine and the use of AI in combination with game-based approaches. Each publication was coded for basic characteristics, including the population, intervention, comparison, and outcomes (PICO) criteria; the level of evidence; the disease and health issue; the level of care; the game variant; the AI technology; and the function type. Inductive coding was used to identify the patterns, themes, and categories in the data. Individual codings were analyzed and summarized narratively. RESULTS A total of 16 papers met all inclusion criteria. Most of the studies (10/16, 63%) were conducted in disease rehabilitation, tackling motion impairment (eg, after stroke or trauma). Another cluster of studies (3/16, 19%) was found in the detection and rehabilitation of cognitive impairment. Machine learning was the main AI technology applied and serious games the main game-based approach used. However, direct interaction between the technologies occurred only in 3 (19%) of the 16 studies. The included studies all show very limited quality evidence. From the patients' and healthy individuals' perspective, generally high usability, motivation, and satisfaction were found. CONCLUSIONS The review shows limited quality of evidence for the combination of AI and games in health care. Most of the included studies were nonrandomized pilot studies with few participants (14/16, 88%). This leads to a high risk for a range of biases and limits overall conclusions. However, the first results present a broad scope of possible applications, especially in motion and cognitive impairment, as well as positive perceptions by patients. In future, the development of adaptive game designs with direct interaction between AI and games seems promising and should be a topic for future reviews.
Collapse
Affiliation(s)
- Daniel Tolks
- Department of Digital Medicine, Medical Faculty OWL, Bielefeld University, Bielefeld, Germany
- Centre for Applied Health Science, Leuphana University Lueneburg, Lueneburg, Germany
| | - Johannes Jeremy Schmidt
- Department of Digital Medicine, Medical Faculty OWL, Bielefeld University, Bielefeld, Germany
| | - Sebastian Kuhn
- Department of Digital Medicine, Medical Faculty OWL, Bielefeld University, Bielefeld, Germany
- Institute for Digital Medicine, University Clinic of Gießen und Marburg, Philipps University Marburg, Marburg, Germany
| |
Collapse
|
10
|
Tenorio M, Arango PS, Aparicio A. BENDI: Improving Cognitive Assessments in Toddlers and Children with Down Syndrome Using Stealth Assessment. Children (Basel) 2023; 10:1923. [PMID: 38136125 PMCID: PMC10741548 DOI: 10.3390/children10121923] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/29/2023] [Revised: 12/02/2023] [Accepted: 12/04/2023] [Indexed: 12/24/2023]
Abstract
Cognitive assessment is a fundamental step in diagnosing intellectual and developmental disabilities, designing interventions, and evaluating their impact. However, developed and developing countries have different access to tools designed for these purposes. Our goal was to develop a battery for cognitive assessment mediated by digital technology that allows the exploration of cognitive domains (inhibitory control, attention, motor ability, and context memory) in children with Down Syndrome (DS) in Chile. Four tasks, based on established experimental paradigms modified to provide a game-like experience, were tested in 68 children with DS from 20 months to 12 years of age. We present evidence of reliability based on internal consistency and split-half analyses, with results ranging from adequate to excellent. Regarding validity, factorial and correlational analyses show evidence consistent with what was theoretically expected of internal structure, convergence, and divergence with other measures. Expected age trajectories were observed as well. Our data offer evidence that supports the use of tasks based on touch-screen devices for cognitive assessment in the population with DS. The tasks also have a low cultural load, so they could be validated and used in other contexts without the need for an adaptation process.
Collapse
Affiliation(s)
| | | | - Andrés Aparicio
- Millennium Institute for Care Research (MICARE), Santiago 8370146, Chile;
| |
Collapse
|
11
|
Lai B, Young R, Craig M, Chaviano K, Swanson-Kimani E, Wozow C, Davis D, Rimmer JH. Improving Social Isolation and Loneliness Among Adolescents With Physical Disabilities Through Group-Based Virtual Reality Gaming: Feasibility Pre-Post Trial Study. JMIR Form Res 2023; 7:e47630. [PMID: 38055309 PMCID: PMC10733831 DOI: 10.2196/47630] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/05/2023] [Revised: 11/09/2023] [Accepted: 11/20/2023] [Indexed: 12/07/2023] Open
Abstract
BACKGROUND Adolescents with disabilities experience alarmingly higher rates of depression and isolation than peers without disabilities. There is a need to identify interventions that can improve mental health and isolation among this underserved population. Innovations in virtual reality (VR) gaming "standalone" headsets allow greater access to immersive high-quality digital experiences, due to their relatively low cost. OBJECTIVE This study had three purposes, which were to (1) examine the preliminary effects of a low-cost, home-based VR multiplayer recreation and socialization on depression, socialization, and loneliness; (2) quantify the acceptability of the program as measured by participant adherence, total play time, and exercise time; and (3) identify and describe behavioral mechanisms that affected participant engagement. METHODS This was a single-group, pre- to postdesign trial. The intervention was conducted at home. Participants were recruited from a children's hospital. The intervention lasted 4 weeks and included 2×1-hour sessions per week of supervised peer-to-peer gaming. Participants used the Meta Quest 2 headset to meet peers and 2 coaches in a private party held digitally. Aim 1 was evaluated with the Children's Depression Inventory 2 Short Form and the University of California, Los Angeles Loneliness Scale 20 items, which are measures of social isolation and loneliness, respectively. Aim 2 was evaluated through the following metrics: participant adherence, the types of games played, friendship building and playtime, and program satisfaction and enjoyment. RESULTS In total, 12 people enrolled (mean age 16.6, SD 1.8 years; male: n=9 and female: n=3), and 8 people completed the program. Mean attendance for the 8 participants was 77% (49 sessions of 64 total possible sessions; mean 6, SD 2 sessions). A trend was observed for improved Children's Depression Inventory 2 Short Form scores (mean preintervention score 7.25, SD 4.2; mean postintervention score 5.38, SD 4.1; P=.06; effect size=0.45, 95% CI -0.15 to 3.9), but this was not statistically significant; no difference was observed for University of California, Los Angeles Loneliness Scale 20 items scores. Most participants (7/8, 88%) stated that they became friends with a peer in class; 50% (4/8) reported that they played with other people. Participants reported high levels of enjoyment and satisfaction with how the program was implemented. Qualitative analysis resulted in 4 qualitative themes that explained behavioral mechanisms that determined engagement in the program. CONCLUSIONS The study findings demonstrated that a brief VR group program could be valuable for potentially improving mental health among adolescents with physical disabilities. Participants built friendships with peers and other players on the web, using low-cost consumer equipment that provided easy access and strong scale-up potential. Study findings identified factors that can be addressed to enhance the program within a larger clinical trial. TRIAL REGISTRATION ClinicalTrials.gov NCT05259462; https://clinicaltrials.gov/study/NCT05259462. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID) RR2-10.2196/42651.
Collapse
Affiliation(s)
- Byron Lai
- Division of Pediatric Rehabilitation Medicine, Department of Pediatrics, University of Alabama at Birmingham, Birmingham, AL, United States
| | - Raven Young
- Division of Pediatric Rehabilitation Medicine, Department of Pediatrics, University of Alabama at Birmingham, Birmingham, AL, United States
| | - Mary Craig
- Division of Pediatric Rehabilitation Medicine, Department of Pediatrics, University of Alabama at Birmingham, Birmingham, AL, United States
| | - Kelli Chaviano
- Division of Pediatric Rehabilitation Medicine, Department of Pediatrics, University of Alabama at Birmingham, Birmingham, AL, United States
| | - Erin Swanson-Kimani
- Division of Pediatric Rehabilitation Medicine, Department of Pediatrics, University of Alabama at Birmingham, Birmingham, AL, United States
| | - Cynthia Wozow
- Division of Pediatric Rehabilitation Medicine, Department of Pediatrics, University of Alabama at Birmingham, Birmingham, AL, United States
| | - Drew Davis
- Division of Pediatric Rehabilitation Medicine, Department of Pediatrics, University of Alabama at Birmingham, Birmingham, AL, United States
| | - James H Rimmer
- Dean's Office, School of Health Professions, University of Alabama at Birmingham, Birmingham, AL, United States
| |
Collapse
|
12
|
Abraham O, Nixon GA, Seitz LL. Parents' Perceptions of a Serious Game for Educating Families on Prescription Opioid Safety: Qualitative Pilot Study of MedSMARxT: Adventures in PharmaCity. JMIR Serious Games 2023; 11:e49382. [PMID: 37698899 PMCID: PMC10523225 DOI: 10.2196/49382] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2023] [Revised: 07/25/2023] [Accepted: 08/07/2023] [Indexed: 09/13/2023] Open
Abstract
BACKGROUND Opioid misuse is a pervasive, worsening problem that affects the health of people throughout the United States, including adolescents. There are few adolescent-focused interventions designed to educate them about opioid medication safety. The MedSMARxT: Adventures in PharmaCity, is a serious educational video game that teaches parents and their youths about safe opioid practices. OBJECTIVE This study aimed to elucidate parent's perceptions of MedSMARxT: Adventures in PharmaCity and its potential use by parents and their adolescents. METHODS Parents of adolescents aged 12 to 18 years who live in the United States were recruited from April to October 2021 via Qualtrics research panels, social media, email listserves, and snowball sampling. The study participants played MedSMARxT: Adventures in PharmaCity for 30 minutes and then participated in a 30-minute postgame interview via WebEx (Cisco). Questions were developed and piloted to examine adults' perceptions of the game. Participants were asked three sets of open-ended questions: (1) questions about the game and elements of the game, (2) what they learned from the game, and (3) questions about their experience with games. Audio recordings were transcribed verbatim. Interview transcripts were coded using content and thematic analysis by study team members to identify major themes and subthemes from the data. RESULTS Parent participants (N=67) played MedSMARxT: Adventures in PharmaCity and completed a postgame interview. Analysis extrapolated four primary themes from the data: (1) participant gaming experience, (2) perception of game features, (3) educational purpose of the game, and (4) future use of the game. Most participants (n=56, 84%), had at least some experience with video games. More than half of the participants (n=35, 52%) participants, had positive reactions to the game characters and scenes depicted in MedSMARxT: Adventures in PharmaCity and stated they were realistic for adolescents. Most participants (n=39, 58%), would recommend the game to others. Significant difficulties with gameplay navigation were reported by 38 (57%) participants, as well as a slow game pace. All participants were able to accurately identify the overarching goal of the game: opioid or medication safety. The game reinforced existing knowledge for participants, though many (n=15, 22%), reported a new awareness of the need to store opioid medications in a locked area and the availability of medication disposal drop boxes at pharmacies. Participants stated that they would recommend the game for future use by families and youths in various health care and non-health care settings. CONCLUSIONS The use of a tailored serious game is a novel, engaging tool to educate adolescents on opioid safety. MedSMARxT: Adventures in PharmaCity can be used as a tool for parents and adolescents to facilitate meaningful dialogue about safe and appropriate opioid use.
Collapse
Affiliation(s)
- Olufunmilola Abraham
- Social and Administrative Sciences Division, School of Pharmacy, University of Wisconsin-Madison, Madison, WI, United States
| | - Grace Ann Nixon
- Social and Administrative Sciences Division, School of Pharmacy, University of Wisconsin-Madison, Madison, WI, United States
| | - Laura Louise Seitz
- Social and Administrative Sciences Division, School of Pharmacy, University of Wisconsin-Madison, Madison, WI, United States
| |
Collapse
|
13
|
Sairitupa-Sanchez LZ, Collantes-Vargas A, Rivera-Lozada O, Morales-García WC. Development and validation of a scale for streaming dependence (SDS) of online games in a Peruvian population. Front Psychol 2023; 14:1184647. [PMID: 37691786 PMCID: PMC10484621 DOI: 10.3389/fpsyg.2023.1184647] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/12/2023] [Accepted: 08/07/2023] [Indexed: 09/12/2023] Open
Abstract
Background Addiction to online video game streaming has become one of the most appealing ways to occupy leisure time and is one of the most popular activities. The satisfaction it provides and the time invested in it are two of the main reasons why it is preferred. However, despite the clear benefits that this activity offers, in some cases, excessive use can lead to personal and/or family problems or abuse. Objective The objective of the study was to develop and validate a scale to measure potential traits of dependence on online game streaming. The participants were 423 Peruvian adults aged between 18 and 47 years (M = 22.87, SD = 5.02). The Streaming Dependence Scale (SDS) was developed based on a literature review, and exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) were conducted. Results The scale showed adequate internal consistency (α, CR, ω, and H > 80). Confirmatory analysis confirmed the one-dimensional structure (χ2 = 10.250, df = 5; p = 0.068; CFI = 0.98, TLI = 0.96, RMSEA = 0.06, SRMR = 0.05). Conclusion The brief SDS is a valid and reliable measure that can be used as a useful tool to identify and evaluate streaming dependence.
Collapse
Affiliation(s)
- Liset Z. Sairitupa-Sanchez
- Escuela Profesional de Psicología, Facultad de Ciencias de la Salud, Universidad Peruana Unión, Lima, Peru
| | - Alejandra Collantes-Vargas
- Escuela Profesional de Psicología, Facultad de Ciencias de la Salud, Universidad Peruana Unión, Lima, Peru
| | - Oriana Rivera-Lozada
- South American Center for Education and Research in Public Health, Universidad Norbert Wiener, Lima, Peru
| | - Wilter C. Morales-García
- Escuela de Medicina Humana, Facultad de Ciencias de la Salud, Universidad Peruana Unión, Lima, Peru
- Escuela de Posgrado, Universidad Peruana Unión, Lima, Peru
- Facultad de Teología, Universidad Peruana Unión, Lima, Peru
| |
Collapse
|
14
|
Souglis A, Bourdas DI, Gioldasis A, Ispirlidis I, Philippou A, Zacharakis E, Apostolidis A, Efthymiou G, Travlos AK. Time Course of Performance Indexes, Oxidative Stress, Inflammation, and Muscle Damage Markers after a Female Futsal Match. Sports (Basel) 2023; 11:127. [PMID: 37505614 PMCID: PMC10385326 DOI: 10.3390/sports11070127] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/09/2023] [Revised: 05/23/2023] [Accepted: 06/25/2023] [Indexed: 07/29/2023] Open
Abstract
BACKGROUND Our aims were to investigate the time-course effects of a futsal match on performance, oxidative stress, and muscle damage markers, as well as inflammatory and antioxidant responses during a 6-day post-match period. METHODS Thirty-four female high-level futsal players were assessed on several oxidative stress, inflammation, subjective muscle soreness, subjective rate perceived exertion, and performance tests before a futsal match, immediately after, and 24 h to 144 h after. RESULTS Counter movement jump, 20 m, and 10 m sprints performance significantly decreased immediately after the match (p < 0.05) and returned to baseline 72 h post-match (p > 0.05). Delayed onset muscle soreness peaked 24 h post-match and rate perceived exertion peaked post-match (p < 0.05) and returned to baseline 96 h post-match (p > 0.05). Inflammatory biomarkers peaked at 24 h (p < 0.05) and remained significantly elevated for 72 h after the match (p < 0.05). Muscle damage biomarkers peaked at 24 h (p < 0.05) and remained significantly (p < 0.05) elevated for at least 72 h after the match. Oxidative stress markers peaked at 24 h-48 h (p < 0.05) and returned to baseline 120 h post-match (p > 0.05). In respect to antioxidant responses, these peaked at 24 h-48 h post-match (p < 0.05) and returned to baseline 120 h after the match (p > 0.05). CONCLUSIONS A single futsal match induces short/mid-term changes in performance, inflammation, oxidative stress, and muscle damage markers for about 72 h-96 h post-match.
Collapse
Affiliation(s)
- Athanasios Souglis
- Section of Didactics and Coaching in Sport Games, School of Physical Education & Sport Science, National and Kapodistrian University of Athens, 41 Ethnikis Antistasis, 17237 Daphne, Greece
| | - Dimitrios I Bourdas
- Section of Sport Medicine & Biology of Exercise, School of Physical Education and Sports Science, National and Kapodistrian University of Athens, 41 Ethnikis Antistasis, 17237 Daphne, Greece
| | - Aristotelis Gioldasis
- Section of Didactics and Coaching in Sport Games, School of Physical Education & Sport Science, National and Kapodistrian University of Athens, 41 Ethnikis Antistasis, 17237 Daphne, Greece
| | - Ioannis Ispirlidis
- School of Physical Education & Sport Science, Democritus University of Thrace, Panepistimioupoli, 69100 Komotini, Greece
| | - Anastassios Philippou
- Department of Physiology, Medical School, National and Kapodistrian University of Athens, 75 Mikras Asias, 11527 Athens, Greece
| | - Emmanouil Zacharakis
- Section of Didactics and Coaching in Sport Games, School of Physical Education & Sport Science, National and Kapodistrian University of Athens, 41 Ethnikis Antistasis, 17237 Daphne, Greece
| | - Alexandros Apostolidis
- Section of Didactics and Coaching in Sport Games, School of Physical Education & Sport Science, National and Kapodistrian University of Athens, 41 Ethnikis Antistasis, 17237 Daphne, Greece
| | - Georgios Efthymiou
- Department of Rheumatology and Clinical Immunology, Faculty of Medicine, School of Health Sciences, University of Thessaly, Papakiriazi 24, 41222 Larissa, Greece
| | - Antonios K Travlos
- Department of Sports Organization and Management, Faculty of Human Movement and Quality of Life Sciences, University of Peloponnese, Efstathiou and Stamatikis Valioti & Plataion Avenue, 23100 Sparta, Greece
| |
Collapse
|
15
|
Rodríguez-Ferrer JM, Manzano-León A, Fernández-Jiménez C, Luque de la Rosa A, Fernández-Campoy JM, Aguilar-Parra JM. Shall we play together? Game-based learning for engagement and classroom climate in Spanish socially deprived communities. Front Psychol 2023; 14:1163441. [PMID: 37333587 PMCID: PMC10275335 DOI: 10.3389/fpsyg.2023.1163441] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/10/2023] [Accepted: 04/13/2023] [Indexed: 06/20/2023] Open
Abstract
Purpose The purpose of this study is to analyze the effects of a game-based learning (GBL) program on the classroom climate and engagement of high schools in socially deprived communities in Spain. Methods The study included 277 students from two secondary schools located in Southern Spain, situated in Zones in Need of Social Transformation. Sampling was non-probabilistic and accidental, based on the accessibility of the school and the willingness of the management and teaching staff to participate in the GBL program. The study employed a control group and two experimental groups (cooperative games group only and cooperative and competitive games group) to compare pre-test and post-test data in both groups. The Brief Class Climate Scale and Engagement Inventory, validated in academic literature, were used as assessment instruments. Results The study used a series of ANOVA tests to compare the experimental groups with the control group. The results indicated statistically significant changes in all study variables. In all cases, the experimental groups demonstrated greater benefits than the control group. Discussion and conclusion The study findings reveal that games can provide significant benefits to students, regardless of whether they are cooperative or competitive. The study provides evidence of the benefits of GBL in high schools located in socially deprived communities in Spain.
Collapse
Affiliation(s)
| | - Ana Manzano-León
- Health Research Centre, Department of Developmental and Educational Psychology, Universidad de Almería (UAL), Almería, Spain
| | | | | | | | - José M. Aguilar-Parra
- Health Research Centre, Department of Developmental and Educational Psychology, Universidad de Almería (UAL), Almería, Spain
| |
Collapse
|
16
|
Chen X, Zheng R, Xiong B, Huang X, Gong B. Comparison of the physiological responses and time-motion characteristics during football small-sided games: effect of pressure on the ball. Front Physiol 2023; 14:1167624. [PMID: 37275220 PMCID: PMC10235494 DOI: 10.3389/fphys.2023.1167624] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/16/2023] [Accepted: 05/10/2023] [Indexed: 06/07/2023] Open
Abstract
Introduction: This study aimed to compare the effects of pressure on the ball on physiological responses and time-motion characteristics during football small-sided games between elite youth male players. Methods: 56 elite male youth football players (age: 15.43 ± 0.52 years) performed a 2+GK vs. 2+GK game on a 30 m × 15 m pitch area with two playing conditions: 1) free play (FP), the player has no limitation to play; 2) pressure on the ball (PB), the player has directly and aggressively closed down space (located within 1.5 m) between themselves and the opposition player with the ball and can compete for possession. The percentage of time spent in different maximum heart rate (HRmax) zones, mean heart rate, blood lactate acid concentration, total distance covered, distance covered in three speed zones (sprint, high speed, and moderate speed), number of high speed runs, number of sprint runs, top speed, number of direction changes, and ball recovery time were monitored. Results: We found very significantly higher number of high speed runs (p < 0.001; ES = 1.154), number of direction changes (p < 0.001; ES = 2.347), ball recovery time (p < 0.001; ES = 3.529), percentage of time spent in 90%-100% HRmax (p < 0.001; ES = 3.033), mean heart rate (p < 0.001; ES = 1.940), blood lactate acid concentration (p < 0.001; ES = 2.245) and significantly higher high speed running distance covered (p = 0.004; ES = 0.520) in the PB condition. Conversely, the FP condition showed very significantly higher moderate speed running distance covered (p < 0.001; ES = 1.814) and significantly higher percentage of time spent in 80%-90% HRmax (p = 0.012; ES = 0.440). No significant differences were revealed on sprint running distance covered (p = 0.407; ES = 0.140), number of sprint runs (p = 0.103; ES = 0.279), top speed (p = 0.130; ES = 0.258) and percentage of time spent in 60%-70% HRmax (p = 0.106; ES = 0.276), 70%-80% HRmax (p = 0.358; ES = 0.155). Discussion: We found that pressure on the ball had a substantial impact on the intensity of training, as evidenced by a significantly increased high speed running performance, number of directional changes, percentage of time spent at 90%-100% of maximum heart rate, mean heart rate, and blood lactate acid concentration. Additionally, ball recovery time decreased significantly.
Collapse
Affiliation(s)
- Xiaohu Chen
- Sports College, Southwest University, Chongqing, China
| | - Rui Zheng
- Sport Department, Chongqing Liangjiang Secondary School, Chongqing, China
| | - Bo Xiong
- Sport Department, Chongqing Liangjiang Secondary School, Chongqing, China
| | | | - Bingnan Gong
- Institute of Physical Education and Training, Capital University of Physical Education and Sports, Beijing, China
| |
Collapse
|
17
|
Schofield R, Chircop A, Currie G, Foster S, Hamilton J, Kall D, Luctkar-Flude M, Riselli DM, Oke S, Ryan MM, Sanders T, Tam S, Tyerman J. Developing simulation games to advance public health nursing competence in baccalaureate education. Public Health Nurs 2023; 40:288-297. [PMID: 36604827 DOI: 10.1111/phn.13163] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/23/2022] [Accepted: 12/08/2022] [Indexed: 01/07/2023]
Abstract
We describe the development of an innovative baccalaureate nursing education strategy for public health nursing. Virtual simulation pedagogy is known to be effective for acute care nursing practice while less known for public health nursing. Three Canadian nursing schools, the Canadian Association of Schools of Nursing (CASN), and the Canadian Alliance of Nurse Educators using Simulation (CAN-Sim) partnered to develop three public health nursing virtual simulation games. Learners work through unfolding population health scenarios, simulating public health nursing practice focused on entry level public health nursing competencies. Each game fosters clinical reasoning and collaborative, community decision-making to respond to population health issues during community assessment, evidence-informed health promotion planning, and evaluation processes. A companion guide was developed to support best practices in implementing virtual simulation and promote optimum student learning using the public health nursing games.
Collapse
Affiliation(s)
- Ruth Schofield
- Faculty of Health Sciences, McMaster University, Hamilton, ON, Canada
| | - Andrea Chircop
- School of Nursing, Faculty of Health, Dalhousie University, Nova Scotia, Canada
| | - Genevieve Currie
- School of Nursing and Midwifery, Mount Royal University, Calgary, AB, Canada
| | - Sue Foster
- Applied Science, School of Nursing, The University of British Columbia, Vancouver, BC, Canada
| | - Julie Hamilton
- Reproductive & Child Health, Public Health Services, Healthy Families Division, City of Hamilton, Healthy and Safe Communities Department, Hamilton, ON, Canada
| | - Denise Kall
- School of Nursing (retired), St. Lawrence College, Brockville, ON, Canada
| | - Marian Luctkar-Flude
- School of Nursing, Reznick Scholar, Health Professions Education, Faculty of Health Sciences, Queen's University, Kingston, ON, Canada
| | - Dawn Mercer Riselli
- Academic Coordinator, Faculty of Health Disciplines, Athabasca University, Calgary, AB, Canada
| | - Stacy Oke
- Clinical Placement Coordinator, Faculty of Nursing, University of Calgary, Calgary, Alberta, Canada
| | - Maureen M Ryan
- Associate Dean Academic Faculty of Human and Social Development, Teaching Professor, School of Nursing, School of Nursing, University of Victoria, Victoria, BC, Canada
| | - Tanya Sanders
- School of Nursing, Thompson Rivers University, Kamloops, BC, Canada
| | - Susan Tam
- Public Health Nurse, Durham Region Health Department, Whitby, ON, Canada
| | - Jane Tyerman
- School of Nursing, Faculty of Health Sciences, University of Ottawa, Ottawa, ON, Canada
| |
Collapse
|
18
|
Abstract
Games have become a key part of the daily lives of many children and young people, irrespective of geographical location, age, gender or culture. Games form a gateway to these audiences - as well as tertiary groups like parents - which does not exist anywhere else. Additionally, behavioural telemetry from games forms an untapped and sizeable potential for mental health and well-being research. Working with the games industry gives mental health research and associated interventions a pathway for conducting research and working with communities at very large scales.
Collapse
Affiliation(s)
- Anders Drachen
- Maersk McKinney-Moeller Institute, University of Southern Denmark, Odense, Denmark
| |
Collapse
|
19
|
Fernandes CS, Vale MB, Magalhães B, Castro JP, Azevedo MD, Lourenço M. Developing a Card Game for Assessment and Intervention in the Person and the Family in Palliative Care: " Pallium Game". Int J Environ Res Public Health 2023; 20:1449. [PMID: 36674205 PMCID: PMC9859236 DOI: 10.3390/ijerph20021449] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/25/2022] [Revised: 01/10/2023] [Accepted: 01/11/2023] [Indexed: 06/17/2023]
Abstract
Communication between the multidisciplinary team, the person, and the family in palliative and end-of-life situations implies, in most situations, a high negative emotional burden. Therefore, innovative strategies are needed to reduce it. The goal of this study is to describe the various stages of development and validation of a collaborative card game for people in palliative care and their families. Phase one is an exploratory study, Phase two is a Delphi study, and Phase three is a multiple case study. Participants for phases 2 and 3 were recruited using a convenience sampling method. The results demonstrate in an organized and structured way the different phases required to build a collaborative card game. The use of the game was found to be useful and effective. Four categories emerged from the content analysis of the open-ended responses: usability, evaluation tool, communication and therapeutic relationship, and meaning when using the game. A collaborative game in palliative care helps to create a space for individuals and families to express feelings and experiences, meeting the myriad of physical, psychosocial, and spiritual needs. The "Pallium game" is a useful and impactful approach to discussing sensitive topics in palliative care.
Collapse
Affiliation(s)
- Carla Sílvia Fernandes
- Nursing School of Porto, Center for Health Technology and Services Research (CINTESIS), 4200-450 Porto, Portugal
| | - M. Belém Vale
- Nursing in Hospital da Luz-Póvoa de Varzim, 4490-592 Póvoa de Varzim, Portugal
| | - Bruno Magalhães
- Department of Surgical Oncology, Portuguese Oncology Institute of Porto (IPO), 4200-072 Porto, Portugal
- Oncology Nursing Research Unit IPO Porto Research Center (CI-IPOP), Portuguese (IPO Porto) Comprehensive Cancer Centre (Porto. CCC) & RISE@CI-IPOP (Health Research Network), 4200-072 Porto, Portugal
- School of Health, University of Trás-os-Montes e Alto Douro (UTAD), 5000-801 Vila Real, Portugal
| | - João P. Castro
- Wecare Saúde—Continuous Integrated and Palliative Care Unit, 4490-492 Póvoa de Varzim, Portugal
| | - Marta D. Azevedo
- Wecare Saúde—Continuous Integrated and Palliative Care Unit, 4490-492 Póvoa de Varzim, Portugal
| | - Marisa Lourenço
- Nursing School of Porto, Center for Health Technology and Services Research (CINTESIS), 4200-450 Porto, Portugal
| |
Collapse
|
20
|
Jones ML, Barnish MS, Hughes RR, Murray AK, Mansour O, Loni T, Vickery HM, Evans ML, Green L, Verdezoto N. Exploring the potential of using simulation games for engaging with sheep farmers about lameness recognition. Front Vet Sci 2023; 10:1079948. [PMID: 36908515 PMCID: PMC9995830 DOI: 10.3389/fvets.2023.1079948] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/25/2022] [Accepted: 01/30/2023] [Indexed: 02/25/2023] Open
Abstract
Introduction Computer simulation games are increasingly being used in agriculture as a promising tool to study, support and influence real-life farming practices. We explored the potential of using simulation games to engage with sheep farmers on the ongoing challenge of reducing lameness. Working with UK stakeholders, we developed a game in which players are challenged with identifying all the lame sheep in a simulated flock. Here, we evaluate the game's potential to act as a tool to help assess, train and understand farmers' ability to recognize the early signs of lameness. Methods Participants in the UK were invited to play the game in an online study, sharing with us their in-game scores alongside information relating to their real-life farming experience, how they played the game, and feedback on the game. Mixed methods were used to analyze this information in order to evaluate the game. Quantitative analyses consisted of linear modeling to test for statistical relationships between participants' in-game recall (% of the total number of lame sheep that were marked as lame), and the additional information they provided. Qualitative analyses of participants' feedback on the game consisted of thematic analysis and a Likert Scale questionnaire to contextualize the quantitative results and identify additional insights from the study. Results Quantitative analyses identified no relationships between participants' (n = 63) recall scores and their real life farming experience, or the lameness signs they looked for when playing the game. The only relationship identified was a relationship between participants' recall score and time spent playing the game. Qualitative analyses identified that participants did not find the game sufficiently realistic or engaging, though several enjoyed playing it and saw potential for future development. Qualitative analyses also identified several interesting and less-expected insights about real-life lameness recognition practices that participants shared after playing the game. Discussion Simulation games have potential as a tool in livestock husbandry education and research, but achieving the desired levels of realism and/or engagingness may be an obstacle to realizing this. Future research should explore this potential further, aided by larger budgets and closer collaboration with farmers, stockpeople, and veterinarians.
Collapse
Affiliation(s)
- Matt L Jones
- European Centre for the Environment and Human Health, University of Exeter Medical School, Knowledge Spa, Royal Cornwall Hospital, Truro, United Kingdom
| | - Maxwell S Barnish
- University of Exeter Medical School, South Cloisters, University of Exeter, Exeter, United Kingdom
| | - Robert R Hughes
- Faculty of Engineering, University of Bristol, Bristol, United Kingdom
| | - Aimee K Murray
- European Centre for the Environment and Human Health, University of Exeter Medical School, Knowledge Spa, Royal Cornwall Hospital, Truro, United Kingdom
| | - Omid Mansour
- School of Computer Science and Informatics, Human-Centered Computing Group, Cardiff University, Cardiff, United Kingdom
| | | | - Holly M Vickery
- School of Agriculture, Policy and Development, University of Reading, Reading, United Kingdom
| | | | - Laura Green
- Life and Environmental Sciences, University of Birmingham, Birmingham, United Kingdom
| | - Nervo Verdezoto
- School of Computer Science and Informatics, Human-Centered Computing Group, Cardiff University, Cardiff, United Kingdom
| |
Collapse
|
21
|
Lyreskog DM, Pavarini G, Jacobs E, Bennett V, Mawdsley G, Singh I. Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People. AJOB Empir Bioeth 2023; 14:55-64. [PMID: 35993968 PMCID: PMC9612923 DOI: 10.1080/23294515.2022.2110964] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/12/2023]
Abstract
BACKGROUND Over the last decades, the neurosciences, behavioral sciences, and the social sciences have all seen a rapid development of innovative research methods. The field of bioethics, however, has trailed behind in methodological innovation. Despite the so-called "empirical turn" in bioethics, research methodology for project development, data collection and analysis, and dissemination has remained largely restricted to surveys, interviews, and research papers. We have previously argued for a "Design Bioethics" approach to empirical bioethics methodology, which develops purpose-built methods for investigation of bioethical concerns. In this paper we compare a research tool created using a design bioethics approach to a "methods-as-usual" approach in empirical bioethics. METHODS Our study compared dimensions of engagement with a digital game we created, called "Tracing Tomorrow," to a standard vignette survey. The two tools investigated the same subject matter, digital phenotyping for mental health, in a sample of 301 UK adolescents. RESULTS Participants who played the game reported a greater sense of presence, emotional engagement, cognitive absorption, and mental health ethics insight, compared to participants who completed the vignette survey. Perceived authenticity and curiosity/motivation to learn more was equivalent for both methods. CONCLUSION The results of this study highlights the importance of purpose-built methodology for empirical bioethics research.
Collapse
Affiliation(s)
- David M Lyreskog
- NEUROSEC, Department of Psychiatry, University of Oxford, Oxford, UK
- Wellcome Centre for Ethics and Humanities, Oxford, UK
- Oxford Uehiro Centre for Practical Ethics, Oxford, UK
| | - Gabriela Pavarini
- NEUROSEC, Department of Psychiatry, University of Oxford, Oxford, UK
- Wellcome Centre for Ethics and Humanities, Oxford, UK
- Ethox Centre, Oxford Population Health, University of Oxford, Oxford, UK
| | - Edward Jacobs
- NEUROSEC, Department of Psychiatry, University of Oxford, Oxford, UK
- Wellcome Centre for Ethics and Humanities, Oxford, UK
| | - Vanessa Bennett
- NEUROSEC, Department of Psychiatry, University of Oxford, Oxford, UK
| | - Geoffrey Mawdsley
- NEUROSEC, Department of Psychiatry, University of Oxford, Oxford, UK
| | - Ilina Singh
- NEUROSEC, Department of Psychiatry, University of Oxford, Oxford, UK
- Wellcome Centre for Ethics and Humanities, Oxford, UK
| |
Collapse
|
22
|
Ngcobo S, Olorunju S, Nkwenika T, Rossouw T. Effect of a ward-based outreach team and adherence game on retention and viral load suppression. South Afr J HIV Med 2022; 23:1446. [PMID: 36751627 PMCID: PMC9772703 DOI: 10.4102/sajhivmed.v23i1.1446] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/26/2022] [Accepted: 09/30/2022] [Indexed: 12/13/2022] Open
Abstract
Background Only 66% of South African people living with HIV (PLWH) are virologically suppressed. Therefore, it is important to develop strategies to improve outcomes. Objectives Assess the effect of interventions on 12-month retention in care and virological suppression in participants newly initiated on antiretroviral therapy. Method Fifty-seven clinics were randomised into four arms: Ward-based primary health care outreach teams (WBPHCOTs); Game; WBPHCOT-Game in combination; and Control (standard of care). Sixteen clinics were excluded and four re-allocated because lay counsellors and operational team leaders failed to attend the required training. Seventeen clinics were excluded due to non-enrolment. Results A total of 558 participants from Tshwane district were enrolled. After excluding ineligible participants, 467 participants were included in the analysis: WBPHCOTs (n = 72); Games (n = 126); WBPHCOT-Games (n = 85); and Control (n = 184). Retention in care at 12 months was evaluable in 340 participants (86.2%) were retained in care and 13.8% were lost to follow-up. The intervention groups had higher retention in care than the Control group, but this only reached statistical significance in the Games group (96.8% vs 77.8%; relative risk [RR] 1.25; 95% confidence interval [CI]: 1.13-1.38; P = 0.01). The 12 month virologic suppression rate was 75.3% and was similar across the four arms. Conclusion This study demonstrated that an adherence game intervention could help keep PLWH in care. What this study adds Evidence that interventions, especially Games, could improve retention in care.
Collapse
Affiliation(s)
- Sanele Ngcobo
- Department of Family Medicine, Faculty of Health Sciences, University of Pretoria, Pretoria, South Africa
| | - Steve Olorunju
- Biostatistics Unit, South African Medical Research Council, Pretoria, South Africa
| | - Tshifhiwa Nkwenika
- Biostatistics Unit, South African Medical Research Council, Pretoria, South Africa
| | - Theresa Rossouw
- Department of Immunology, Faculty of Health Sciences, University of Pretoria, Pretoria, South Africa
| |
Collapse
|
23
|
Hamad A, Jia B. How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations. Int J Environ Res Public Health 2022; 19:ijerph191811278. [PMID: 36141551 PMCID: PMC9517547 DOI: 10.3390/ijerph191811278] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/20/2022] [Revised: 08/29/2022] [Accepted: 09/06/2022] [Indexed: 05/17/2023]
Abstract
Despite virtual reality (VR) being initially marketed toward gaming, there are many potential and existing VR applications in various sectors and fields, including education, training, simulations, and even in exercise and healthcare. Unfortunately, there is still a lack of general understanding of the strengths and limitations of VR as a technology in various application domains. Therefore, the aim of this literature review is to contribute to the library of literature concerning VR technology, its applications in everyday use, and some of its existing drawbacks. Key VR applications were discussed in terms of how they are currently utilized or can be utilized in the future, spanning fields such as medicine, engineering, education, and entertainment. The main benefits of VR are expressed through the text, followed by a discussion of some of the main limitations of current VR technologies and how they can be mitigated or improved. Overall, this literature review shows how virtual reality technology has the potential to be a greatly beneficial tool in a multitude of applications and a wide variety of fields. VR as a technology is still in its early stages, but more people are becoming interested in it and are optimistic about seeing what kind of changes VR can make in their everyday lives. With how rapidly modern society has adapted to personal computers and smartphones, VR has the opportunity to become the next big technological turning point that will eventually become commonplace in most households.
Collapse
|
24
|
Kafai YB, Xin Y, Fields D, Tofel‐Grehl C. Teaching and learning about respiratory infectious diseases: A scoping review of interventions in K-12 education. J Res Sci Teach 2022; 59:1274-1300. [PMID: 35941878 PMCID: PMC9350247 DOI: 10.1002/tea.21797] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 10/18/2021] [Revised: 06/07/2022] [Accepted: 06/24/2022] [Indexed: 06/15/2023]
Abstract
The pandemic outbreak of COVID-19 has highlighted an urgent need for infectious disease education for K-12 students. To gather a better understanding of what educational interventions have been conducted and to what effect, we performed a scoping review. We identified and examined 23 empirical researcher- and teacher-designed studies conducted in the last 20 years that have reported on efforts to help K-12 students learn about infectious diseases, with a focus on respiratory transmission. Our review shows studies of educational interventions on this topic are rare, especially with regard to the more population-scale (vs. cellular level) concepts of epidemiology. Furthermore, efforts to educate youth about infectious disease primarily focused on secondary school students, with an emphasis on interactive learning environments to model or simulate both cellular-level and population-level attributes of infectious disease. Studies were only mildly successful in raising science interest, with somewhat stronger findings on helping students engage in scientific inquiry on the biology of infectious diseases and/or community spread. Most importantly, efforts left out critical dimensions of transmission dynamics key to understanding implications for public health. Based on our review, we articulate implications for further research and development in this important domain.
Collapse
Affiliation(s)
- Yasmin B. Kafai
- Graduate School of EducationUniversity of PennsylvaniaPhiladelphiaPennsylvaniaUSA
| | - Yue Xin
- College of EducationUniversity of MarylandCollege ParkMarylandUSA
| | - Deborah Fields
- Emma Eccles Jones College of Education and Human ServicesUtah State UniversityLoganUtahUSA
| | - Colby Tofel‐Grehl
- Emma Eccles Jones College of Education and Human ServicesUtah State UniversityLoganUtahUSA
| |
Collapse
|
25
|
Hadamus A, Błażkiewicz M, Wydra KT, Kowalska AJ, Łukowicz M, Białoszewski D, Marczyński W. Effectiveness of Early Rehabilitation with Exergaming in Virtual Reality on Gait in Patients after Total Knee Replacement. J Clin Med 2022; 11:jcm11174950. [PMID: 36078879 PMCID: PMC9456315 DOI: 10.3390/jcm11174950] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/14/2022] [Revised: 08/19/2022] [Accepted: 08/20/2022] [Indexed: 11/16/2022] Open
Abstract
Total knee replacement (TKR) is the treatment of choice for advanced stages of osteoarthritis but it requires good postoperative rehabilitation. This study aimed to assess the effectiveness of exercises using virtual reality to improve gait parameters in patients after TKR. Fifty-nine patients 7−14 days after TKR surgery were divided into a study group (VRG, n = 38) and a control group (CG, n = 21). Both groups underwent the same 4-week rehabilitation protocol. The VRG group had 12 additional nonimmersive virtual reality game sessions on the Virtual Balance Clinic prototype system at 30 min each, focusing on gait and balance improvement. Spatiotemporal, force and foot plantar pressure parameters were collected on an instrumented treadmill during a 30 s walk. The most significant improvement was in the symmetry indices of forefoot force, maximum forefoot force, loading response time, and preswing time (p < 0.05) in both groups. Gait speed increased by 31.25% and 44% in the VRG and CG groups, respectively (p < 0.005). However, the extra exergaming sessions did not significantly improve rehabilitation outcomes. Therefore, additional VR training does not improve gait better than standard rehabilitation alone, but the improvement of gait, especially its symmetry, is significant within the first six weeks after surgery.
Collapse
Affiliation(s)
- Anna Hadamus
- Department of Rehabilitation, Faculty of Medical Sciences, Medical University of Warsaw, 02-091 Warsaw, Poland
- Correspondence:
| | - Michalina Błażkiewicz
- Faculty of Rehabilitation, The Józef Piłsudski University of Physical Education in Warsaw, 00-809 Warsaw, Poland
| | - Kamil T. Wydra
- Professor Adam Gruca Independent Public Teaching Hospital in Otwock, Rehabilitation Clinic, 05-400 Otwock, Poland
| | - Aleksandra J. Kowalska
- Professor Adam Gruca Independent Public Teaching Hospital in Otwock, Rehabilitation Clinic, 05-400 Otwock, Poland
| | - Małgorzata Łukowicz
- Professor Adam Gruca Independent Public Teaching Hospital in Otwock, Rehabilitation Clinic, 05-400 Otwock, Poland
| | - Dariusz Białoszewski
- Department of Rehabilitation, Faculty of Medical Sciences, Medical University of Warsaw, 02-091 Warsaw, Poland
| | | |
Collapse
|
26
|
Kwan TH, Chan DPC, Lee SS. User Experience and Usability of Neumorphism and Gamification User Interface Designs in an HIV Self-Test Referral Program for Men Who Have Sex With Men: Prospective Open-Label Parallel-Group Randomized Controlled Trial. JMIR Serious Games 2022; 10:e35869. [PMID: 35731564 PMCID: PMC9260534 DOI: 10.2196/35869] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/22/2021] [Revised: 04/21/2022] [Accepted: 05/13/2022] [Indexed: 11/21/2022] Open
Abstract
Background Digital interventions have been applied for promoting HIV prevention and care among men who have sex with men (MSM). As user interface (UI) design plays a role in determining usability and user experience (UX), the intervention outcome could be affected. Objective In this study, we hypothesized that 2 UI design styles, namely gamification and neumorphism, could impact usability and be differentially preferred by distinct groups of MSM. Methods A prospective parallel-group open-label randomized controlled trial was conducted in Hong Kong. Eligible participants were adult MSM recruited by the research team or referred by enrolled participants, who followed instructions for performing an HIV self-test and promoted its use within their social network. Participants were randomized in a 1:1 ratio into either a gamification or neumorphism arm, with primarily visual differences in the UI only. The primary outcome was usability measured by the System Usability Scale (SUS) between the 2 arms. Distinct characteristics of promoters in the 2 arms who gave an SUS score of 80 or above were identified. Results Of 463 MSM registered in the study, 232 and 231 were randomized to the gamification and neumorphism arms, respectively. Excluding those who did not request a self-test kit, data from 218 and 216 participants in the gamification and neumorphism arms, respectively, were analyzed (totally 434 participants). With a median SUS score of 80 overall, participants in the neumorphism arm gave a higher score (P<.001), with a higher proportion giving a promoter-level SUS score (P=.002). Promoters used social media for sex networking (P=.02), used pre-exposure prophylaxis in the preceding year (P=.006), had higher satisfaction in UI design (P<.001), and had made a self-test referral (P=.04). In general, higher usability was recorded among participants who were confident in performing the HIV self-test (P<.001), and this was associated with a promoter-level SUS score in both arms. While no other personal characteristics were associated with promoters in the neumorphism arm, those in the gamification arm had higher HIV-related knowledge (P=.01), preferred a specific partner body image type (P=.03), and progressed toward peer referral by completing online training (P=.04). Conclusions Both gamified and neumorphic UI designs were well-accepted by MSM. UX and satisfaction of UI were both crucial in influencing the willingness of MSM to promote the application by referring their peers in the community to participate. The simplistic visual design of neumorphism conferred a more general acceptance in the community, whereas gamification was preferred in certain MSM subcommunities. Appropriate UI/UX design should be considered when developing digital interventions targeting the MSM community. Trial Registration ClinicalTrials.gov NCT04379206; https://clinicaltrials.gov/ct2/show/NCT04379206
Collapse
Affiliation(s)
- Tsz Ho Kwan
- Stanley Ho Centre for Emerging Infectious Diseases, The Chinese University of Hong Kong, Hong Kong, China (Hong Kong)
| | - Denise Pui Chung Chan
- Stanley Ho Centre for Emerging Infectious Diseases, The Chinese University of Hong Kong, Hong Kong, China (Hong Kong)
| | - Shui Shan Lee
- Stanley Ho Centre for Emerging Infectious Diseases, The Chinese University of Hong Kong, Hong Kong, China (Hong Kong)
| |
Collapse
|
27
|
Butyaev A, Drogaris C, Tremblay-Savard O, Waldispühl J. Human-supervised clustering of multidimensional data using crowdsourcing. R Soc Open Sci 2022; 9:211189. [PMID: 35620007 PMCID: PMC9128850 DOI: 10.1098/rsos.211189] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 07/15/2021] [Accepted: 04/29/2022] [Indexed: 06/15/2023]
Abstract
Clustering is a central task in many data analysis applications. However, there is no universally accepted metric to decide the occurrence of clusters. Ultimately, we have to resort to a consensus between experts. The problem is amplified with high-dimensional datasets where classical distances become uninformative and the ability of humans to fully apprehend the distribution of the data is challenged. In this paper, we design a mobile human-computing game as a tool to query human perception for the multidimensional data clustering problem. We propose two clustering algorithms that partially or entirely rely on aggregated human answers and report the results of two experiments conducted on synthetic and real-world datasets. We show that our methods perform on par or better than the most popular automated clustering algorithms. Our results suggest that hybrid systems leveraging annotations of partial datasets collected through crowdsourcing platforms can be an efficient strategy to capture the collective wisdom for solving abstract computational problems.
Collapse
|
28
|
Vahlo J, Tuuri K, Välisalo T. Exploring Gameful Motivation of Autonomous Learners. Front Psychol 2022; 13:825840. [PMID: 35282190 PMCID: PMC8916124 DOI: 10.3389/fpsyg.2022.825840] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/30/2021] [Accepted: 01/24/2022] [Indexed: 11/13/2022] Open
Abstract
In this explorative study, we investigated motives of autonomous learners to participate in an online course, and how these motives are related to gameplay motivations, engagement in the course experience, and learning outcomes. The guiding premise for the study has been the idea that learning and game playing carry phenomenal similarities that could be revealed by scrutinizing motives for participating in a massive open online course that does not involve any intentionally game-like features. The research was conducted by analyzing survey data (N = 705) collected from individuals who had voluntarily participated in an open online course about artificial intelligence and its societal impact. The survey included an explorative Motives for Autonomous Learning (MAL) inventory. Exploratory factor analysis suggested that the MAL inventory consisted of six dimensions out of which four were consistent with factors that earlier research has associated with motives to engage with video games. Of the identified factors, the dimension that most clearly described autonomous and playful predispositions was found to be a main precedent for both experienced gamefulness of the learning experience and positive learning outcomes. In all, the results of this study demonstrated that playfulness and autonomy were both prominent and significant factors across the whole learning process.
Collapse
Affiliation(s)
- Jukka Vahlo
- Department of Music, Art and Culture Studies, University of Jyväskylä, Jyväskylä, Finland.,School of Economics, Centre for Collaborative Research, University of Turku, Turku, Finland
| | - Kai Tuuri
- Department of Music, Art and Culture Studies, University of Jyväskylä, Jyväskylä, Finland
| | - Tanja Välisalo
- Department of Music, Art and Culture Studies, University of Jyväskylä, Jyväskylä, Finland
| |
Collapse
|
29
|
Böffel C, Würger S, Müsseler J, Schlittmeier SJ. Character Customization With Cosmetic Microtransactions in Games: Subjective Experience and Objective Performance. Front Psychol 2022; 12:770139. [PMID: 35058842 PMCID: PMC8765231 DOI: 10.3389/fpsyg.2021.770139] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/03/2021] [Accepted: 11/16/2021] [Indexed: 11/13/2022] Open
Abstract
Free games that are monetized by selling virtual items, such as cosmetic microtransactions for one’s avatar, seem to offer a better gaming experience to paying players. To experimentally explore this phenomenon, the effects of character customization with cosmetic microtransactions on objective and self-estimated player performance, subjective identification with the avatar, fun and the players’ perceived competence were examined in the game League of Legends. This study introduces a new laboratory-based, experimental task to objectively measure within-game player performance. Each participant performed this game-based task in two different conditions: With a character that was customized using a provided set of cosmetic microtransactions and with a default character. Results showed that customization increased subjective identification with the player character. However, objective performance measures were unaffected by this manipulation although the novel experimental approach provided reliable performance results. Additionally, identification was positively related to perceived competence, fun, and self-estimated performance. Implications for the design of cosmetic microtransactions and their influence on competitive gaming are discussed.
Collapse
Affiliation(s)
- Christian Böffel
- Institute of Psychology, Work and Engineering Psychology, RWTH Aachen University, Aachen, Germany
| | - Sophie Würger
- Institute of Psychology, Work and Engineering Psychology, RWTH Aachen University, Aachen, Germany
| | - Jochen Müsseler
- Institute of Psychology, Work and Engineering Psychology, RWTH Aachen University, Aachen, Germany
| | - Sabine J Schlittmeier
- Institute of Psychology, Work and Engineering Psychology, RWTH Aachen University, Aachen, Germany
| |
Collapse
|
30
|
O'Brien RT, Gagnon KW, Egan JE, Coulter RWS. Gaming Preferences and Motivations Among Bullied Sexual and Gender Minority Youth: An Interview Study. Games Health J 2022; 11:79-84. [PMID: 35049380 PMCID: PMC9057884 DOI: 10.1089/g4h.2021.0059] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Objective: Game-based interventions can easily disseminate health information to hard-to-reach populations, such as sexual and gender minority youth (SGMY; e.g., gay/lesbian, bisexual, and transgender youth). SGMY disproportionately experience health problems, which have been attributed to greater violence victimization, such as bullying. Nevertheless, few interventions exist to improve health outcomes for bullied SGMY. Since game-based interventions offer economically viable and easily scalable solutions, we explored why bullied SGMY play games, the gaming characteristics they enjoy, and their preferences for future game-based interventions. Materials and Methods: We conducted semistructured qualitative interviews with 20 14- to 18-year-old U.S.-residing bullied SGMY recruited from social media. We asked participants about their current gaming experiences, preferences, and suggestions for future games and then conducted thematic analysis. Results: The majority of SGMY reported playing games to experience positive feelings associated with higher degrees of agency. Through controlling in-game storyline and character customization settings, SGMY described feeling safe and engaged in game play. In addition, SGMY reported playing games as a distraction from the real world. Coping with stress and other negative emotions was a commonly reported motivation for playing games, as was gleaning happiness independent from stress management. Furthermore, SGMY mentioned using games to connect with people, both in-person and virtually, to develop and maintain friendships. Conclusion: This study highlights specific methods of tailoring games to the interests of bullied SGMY. In addition, our findings are preliminary indicators that SGMY may use games to achieve healthy psychosocial developmental milestones. This study may be integral in informing the development of future game-based interventions for SGMY.
Collapse
Affiliation(s)
- Robert T O'Brien
- Department of Behavioral and Community Health Sciences, Graduate School of Public Health, University of Pittsburgh, Pittsburgh, Pennsylvania, USA
| | - Kelly W Gagnon
- Department of Behavioral and Community Health Sciences, Graduate School of Public Health, University of Pittsburgh, Pittsburgh, Pennsylvania, USA.,Center for LGBT Health Research, Graduate School of Public Health, University of Pittsburgh, Pittsburgh, Pennsylvania, USA
| | - James E Egan
- Department of Behavioral and Community Health Sciences, Graduate School of Public Health, University of Pittsburgh, Pittsburgh, Pennsylvania, USA.,Center for LGBT Health Research, Graduate School of Public Health, University of Pittsburgh, Pittsburgh, Pennsylvania, USA
| | - Robert W S Coulter
- Department of Behavioral and Community Health Sciences, Graduate School of Public Health, University of Pittsburgh, Pittsburgh, Pennsylvania, USA.,Center for LGBT Health Research, Graduate School of Public Health, University of Pittsburgh, Pittsburgh, Pennsylvania, USA.,Department of Pediatrics, School of Medicine, University of Pittsburgh, Pittsburgh, Pennsylvania, USA.,Division of Adolescent and Young Adult Medicine, UPMC Children's Hospital of Pittsburgh, Pittsburgh, Pennsylvania, USA
| |
Collapse
|
31
|
Fairclough SH, Dobbins C, Stamp K. Classification of Game Demand and the Presence of Experimental Pain Using Functional Near-Infrared Spectroscopy. Front Neurogenom 2021; 2:695309. [PMID: 38235227 PMCID: PMC10790923 DOI: 10.3389/fnrgo.2021.695309] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 04/14/2021] [Accepted: 12/02/2021] [Indexed: 01/19/2024]
Abstract
Pain tolerance can be increased by the introduction of an active distraction, such as a computer game. This effect has been found to be moderated by game demand, i.e., increased game demand = higher pain tolerance. A study was performed to classify the level of game demand and the presence of pain using implicit measures from functional Near-InfraRed Spectroscopy (fNIRS) and heart rate features from an electrocardiogram (ECG). Twenty participants played a racing game that was configured to induce low (Easy) or high (Hard) levels of demand. Both Easy and Hard levels of game demand were played with or without the presence of experimental pain using the cold pressor test protocol. Eight channels of fNIRS data were recorded from a montage of frontal and central-parietal sites located on the midline. Features were generated from these data, a subset of which were selected for classification using the RELIEFF method. Classifiers for game demand (Easy vs. Hard) and pain (pain vs. no-pain) were developed using five methods: Support Vector Machine (SVM), k-Nearest Neighbour (kNN), Naive Bayes (NB) and Random Forest (RF). These models were validated using a ten fold cross-validation procedure. The SVM approach using features derived from fNIRS was the only method that classified game demand at higher than chance levels (accuracy = 0.66, F1 = 0.68). It was not possible to classify pain vs. no-pain at higher than chance level. The results demonstrate the viability of utilising fNIRS data to classify levels of game demand and the difficulty of classifying pain when another task is present.
Collapse
Affiliation(s)
| | - Chelsea Dobbins
- School of Information Technology and Electrical Engineering, The University of Queensland, Brisbane, QLD, Australia
| | - Kellyann Stamp
- School of Computer Science and Mathematics, Liverpool John Moores University, Liverpool, United Kingdom
| |
Collapse
|
32
|
Willig JH, Croker J, McCormick L, Nabavi M, Walker J, Wingo NP, Roche CC, Jones C, Hartmann KE, Redden D. Gamification and education: A pragmatic approach with two examples of implementation. J Clin Transl Sci 2021; 5:e181. [PMID: 34849256 DOI: 10.1017/cts.2021.806] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/10/2021] [Revised: 06/13/2021] [Accepted: 06/15/2021] [Indexed: 11/07/2022] Open
Abstract
Leveraging elements of game design and theories of human motivation, gamification provides a variety of techniques to engage learners in novel ways. Our Clinical and Translational Science Award created the software platform (Kaizen-Education©) to deliver gamified educational content in 2012. Here, we explore two novel use cases of this platform to provide practical insights for leveraging these methods in educational settings: (1) national training in rigor, reproducibility, and transparency and (2) attainment of learner competency (n = 7) as a gauge of curricular effectiveness across Master of Public Health degree tracks (n = 5). Data were captured in real time during player interaction with Kaizen-Education© to provide descriptive analyses of player engagement in both implementation examples. We then assessed item analysis to assess knowledge gain and competency attainment. We have just begun to leverage the potential for gamification to engage learners, enhance knowledge acquisition, and document completion of training, across various learning environments. We encourage a systematic approach to gamification applying insights from self-determination theory to learners and learning environments, a methodical approach to game design and rigorous analysis after implementation to generate evidence-based insights to maximize educational return for time invested.
Collapse
|
33
|
Liu F, Vadivel B, Rezvani E, Namaziandost E. Using Games to Promote English as a Foreign Language Learners' Willingness to Communicate: Potential Effects and Teachers' Attitude in Focus. Front Psychol 2021; 12:762447. [PMID: 34712189 PMCID: PMC8547386 DOI: 10.3389/fpsyg.2021.762447] [Citation(s) in RCA: 18] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/21/2021] [Accepted: 09/14/2021] [Indexed: 11/13/2022] Open
Abstract
This study aims to find out the role of games in promoting students’ willingness to communicate (WTC) and their teachers’ attitude toward it. In order to collect the data, the researchers employed a 28-item questionnaire which was given to 60 English as a Foreign Language (EFL) learners in an English institute. Then, the students were randomly divided into two groups of 30 learners functioning as control and experimental groups. The students in the experimental group received games in their language lessons and classes, while control group learners did not. At the end of the term, the same questionnaire was given to the students to know if playing games had a significant impact on their WTC. In addition, the teachers were asked to answer a 30-item questionnaire to investigate their attitudes toward playing games in language classes. The results showed that most of the teachers in this study believe that games have a positive influence on the students’ attitudes towards learning English and that using them in class serves many educational purposes. In addition, games played a significant role in improving the EFL leaners’ willingness to communicate. In the light of these findings, the researchers suggested using games as energizers and practical activities at the end of class not only to improve enthusiasm for learning, but also to improve the learners’ WTC.
Collapse
Affiliation(s)
- Fei Liu
- School of Foreign Studies, Northwestern Polytechnical University, Xi'an, China
| | | | - Ehsan Rezvani
- English Department, Islamic Azad University of Isfahan (Khorasgan Branch), Isfahan, Iran
| | - Ehsan Namaziandost
- Department of English, Islamic Azad University of Shahrekord, Shahrekord, Iran
| |
Collapse
|
34
|
Liu F, Vadivel B, Rezvani E, Namaziandost E. Using Games to Promote English as a Foreign Language Learners' Willingness to Communicate: Potential Effects and Teachers' Attitude in Focus. Front Psychol 2021. [PMID: 34712189 PMCID: PMC8547386 DOI: 10.3389/fpsyg.2021.762447;] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/05/2022] Open
Abstract
This study aims to find out the role of games in promoting students' willingness to communicate (WTC) and their teachers' attitude toward it. In order to collect the data, the researchers employed a 28-item questionnaire which was given to 60 English as a Foreign Language (EFL) learners in an English institute. Then, the students were randomly divided into two groups of 30 learners functioning as control and experimental groups. The students in the experimental group received games in their language lessons and classes, while control group learners did not. At the end of the term, the same questionnaire was given to the students to know if playing games had a significant impact on their WTC. In addition, the teachers were asked to answer a 30-item questionnaire to investigate their attitudes toward playing games in language classes. The results showed that most of the teachers in this study believe that games have a positive influence on the students' attitudes towards learning English and that using them in class serves many educational purposes. In addition, games played a significant role in improving the EFL leaners' willingness to communicate. In the light of these findings, the researchers suggested using games as energizers and practical activities at the end of class not only to improve enthusiasm for learning, but also to improve the learners' WTC.
Collapse
Affiliation(s)
- Fei Liu
- School of Foreign Studies, Northwestern Polytechnical University, Xi’an, China
| | | | - Ehsan Rezvani
- English Department, Islamic Azad University of Isfahan (Khorasgan Branch), Isfahan, Iran
| | - Ehsan Namaziandost
- Department of English, Islamic Azad University of Shahrekord, Shahrekord, Iran,*Correspondence: Ehsan Namaziandost,
| |
Collapse
|
35
|
Moen F, Olsen M, Halmøy G, Hrozanova M. Variations in Elite Female Soccer Players' Sleep, and Associations With Perceived Fatigue and Soccer Games. Front Sports Act Living 2021; 3:694537. [PMID: 34514385 PMCID: PMC8424084 DOI: 10.3389/fspor.2021.694537] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/13/2021] [Accepted: 07/30/2021] [Indexed: 11/24/2022] Open
Abstract
The current study investigated the associations between female perceived fatigue of elite soccer players and their sleep, and the associations between the sleep of players and soccer games. The sample included 29 female elite soccer players from the Norwegian national soccer team with a mean age of ~26 years. Perceived fatigue and sleep were monitored over a period of 124 consecutive days. In this period, 12.8 ± 3.9 soccer games per player took place. Sleep was monitored with an unobtrusive impulse radio ultra-wideband Doppler radar (Somnofy). Perceived fatigue was based on a self-report mobile phone application that detected daily experienced fatigue. Multilevel analyses of day-to-day associations showed that, first, increased perceived fatigue was associated with increased time in bed (3.6 ± 1.8 min, p = 0.037) and deep sleep (1.2 ± 0.6 min, p = 0.007). Increased rapid eye movement (REM) sleep was associated with subsequently decreased perceived fatigue (−0.21 ± 0.08 arbitrary units [AU], p = 0.008), and increased respiration rate in non-REM sleep was associated with subsequently increased fatigue (0.27 ± 0.09 AU, p = 0.002). Second, game night was associated with reduced time in bed (−1.0 h ± 8.4 min, p = <0.001), total sleep time (−55.2 ± 6.6 min, p = <0.001), time in sleep stages (light: −27.0 ± 5.4 min, p = <0.001; deep: −3.6 ± 1.2 min, p = 0.001; REM: −21.0 ± 3.0 min, p = <0.001), longer sleep-onset latency (3.0 ± 1.2 min, p = 0.013), and increased respiration rate in non-REM sleep (0.32 ± 0.08 respirations per min, p = <0.001), compared to the night before the game. The present findings show that deep and REM sleep and respiration rate in non-REM sleep are the key indicators of perceived fatigue in female elite soccer players. Moreover, sleep is disrupted during game night, likely due to the high physical and mental loads experienced during soccer games. Sleep normalizes during the first and second night after soccer games, likely preventing further negative performance-related consequences.
Collapse
Affiliation(s)
- Frode Moen
- Department of Education and Lifelong Learning, Faculty of Social and Educational Sciences, Norwegian University of Science and Technology, Trondheim, Norway.,Centre for Elite Sports Research, Department of Neuromedicine and Movement Science, Faculty of Medicine and Health Science, Norwegian University of Science and Technology, Trondheim, Norway
| | - Maja Olsen
- Centre for Elite Sports Research, Department of Neuromedicine and Movement Science, Faculty of Medicine and Health Science, Norwegian University of Science and Technology, Trondheim, Norway
| | | | - Maria Hrozanova
- Centre for Elite Sports Research, Department of Neuromedicine and Movement Science, Faculty of Medicine and Health Science, Norwegian University of Science and Technology, Trondheim, Norway
| |
Collapse
|
36
|
Abensur Vuillaume L, Laudren G, Bosio A, Thévenot P, Pelaccia T, Chauvin A. A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development. JMIR Serious Games 2021; 9:e27291. [PMID: 34463628 PMCID: PMC8441606 DOI: 10.2196/27291] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/20/2021] [Revised: 03/30/2021] [Accepted: 06/28/2021] [Indexed: 01/23/2023] Open
Abstract
Background In the health care environment, teamwork is paramount, especially when referring to patient safety. We are interested in recent and innovative solutions such as escape games, which is a type of adventure game that may be highly useful as an educational tool, potentially combining good communication skills with successful gamification. They involve teams of 5 to 10 individuals who are “locked” in the same room and must collaborate to solve puzzles while under pressure from a timer. Objective The purpose of this paper was to describe the steps involved in creating and implementing an educational escape game. This tool can then be put into service or further developed by trainers who wish to use it for learning interprofessional collaboration. Therefore, we started with an experience of creating an educational escape game for emergency medicine teams. Methods We chose to develop an educational escape game by using 6 successive steps. First, we built a team. Second, we chose the pedagogical objectives. Third, we gamified (switched from objectives to scenario). Next, we found the human and material resources needed. Thereafter, we designed briefing and debriefing. Lastly, we tested the game. Results By following these 6 steps, we created the first ambulant educational escape game that teaches people, or nurses, doctors, and paramedics, working in emergency medicine to work as a team. Conclusions From a pedagogic point of view, this game may be a good tool for helping people in multidisciplinary fields (medical and paramedical teams) to learn how to work collaboratively and to communicate as a group. Above all, it seems to be an innovative tool that complements medical simulation–based learning and thus consolidates traditional education.
Collapse
Affiliation(s)
| | - Garry Laudren
- Intensive Care and Anesthesiology, Pediatric Necker Hospital, Paris, France
| | - Alexandre Bosio
- Emergency Department, Hospital Center of Verdun, Verdun, France
| | | | - Thierry Pelaccia
- University of Strasbourg Medical School, Strasbourg, France.,Prehospital Emergency Care Service (SAMU 67), Center for Training and Research in Health Sciences Education, Strasbourg University Hospital, Strasbourg, France
| | - Anthony Chauvin
- Emergency Department, Lariboisière Hospital, Assistance Publique-Hôpitaux de Paris, Paris, France
| |
Collapse
|
37
|
Szeto MD, Strock D, Anderson J, Sivesind TE, Vorwald VM, Rietcheck HR, Weintraub GS, Dellavalle RP. Gamification and Game-Based Strategies for Dermatology Education: Narrative Review. JMIR Dermatol 2021; 4:e30325. [PMID: 37632819 PMCID: PMC10334961 DOI: 10.2196/30325] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/10/2021] [Revised: 07/27/2021] [Accepted: 07/28/2021] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND Game-based approaches, or gamification, are popular learning strategies in medical education for health care providers and patients alike. Gamification has taken the form of serious educational games and simulations to enable learners to rehearse skills and knowledge in a safe environment. Dermatology learners in particular may benefit from gamification methods, given the visual and procedural nature of the field. OBJECTIVE This narrative review surveys current applications of gamification within general medical training, in the education of dermatology students, and in dermatology patient outreach. METHODS A literature search was performed using PubMed, Google Scholar, and ResearchGate to access and review relevant medical education- and dermatology-related gamification studies published in peer-reviewed journals. Two independent researchers with education and experience in dermatology screened publications to select studies featuring a diversity of gamification approaches and study subjects for in-depth examination. RESULTS A total of 6 general medical education-related and 7 dermatology-specific gamification studies were selected. Gamification generally increased motivation and engagement, improved reinforcement of learning objectives, and contributed to more enjoyable and positive educational experiences compared to traditional modes of instruction. Enhancing examination scores, building confidence, and developing stronger team dynamics were additional benefits for medical trainees. Despite the abundance of gamification studies in general medical education, comparatively few instances were specific to dermatology learning, although large organizations such as the American Academy of Dermatology have begun to implement these strategies nationally. Gamification may also a provide promising alternative means of diversifying patient education and outreach methods, especially for self-identification of malignant melanoma. CONCLUSIONS Serious games and simulations in general medical education have successfully increased learner motivation, enjoyment, and performance. In limited preliminary studies, gamified approaches to dermatology-specific medical education enhanced diagnostic accuracy and interest in the field. Game-based interventions in patient-focused educational pilot studies surrounding melanoma detection demonstrated similar efficacy and knowledge benefits. However, small study participant numbers and large variability in outcome measures may indicate decreased generalizability of findings regarding the current impact of gamification approaches, and further investigation in this area is warranted. Additionally, some relevant studies may have been omitted by the simplified literature search strategy of this narrative review. This could be expanded upon in a secondary systematic review of gamified educational platforms.
Collapse
Affiliation(s)
- Mindy D Szeto
- Department of Dermatology, University of Colorado Anschutz Medical Campus, Aurora, CO, United States
| | - Daniel Strock
- School of Medicine, Eastern Virginia Medical School, Norfolk, VA, United States
| | - Jarett Anderson
- Arizona College of Osteopathic Medicine, Glendale, AZ, United States
| | - Torunn E Sivesind
- Department of Dermatology, University of Colorado Anschutz Medical Campus, Aurora, CO, United States
| | - Victoria M Vorwald
- School of Medicine, University of Colorado Anschutz Medical Campus, Aurora, CO, United States
| | - Hope R Rietcheck
- Department of Dermatology, University of Colorado Anschutz Medical Campus, Aurora, CO, United States
| | - Gil S Weintraub
- Department of Dermatology, University of Colorado Anschutz Medical Campus, Aurora, CO, United States
| | - Robert P Dellavalle
- Department of Dermatology, University of Colorado Anschutz Medical Campus, Aurora, CO, United States
| |
Collapse
|
38
|
Abstract
Many interventions that target improvements in social communication and other cognitive, learning, and physical issues have been developed to help autistic people. The gamification of interventions offers an alternative approach to fostering and assessing desired behaviors and cognitions in a more naturalistic and emergent setting. In this scoping review aimed at educators, practitioners, and parents of those with autism, we detail studies that have tested game-based approaches to improving the lives of autistic children, adolescents, and adults, focusing on how research into gamification and autism can both progress and can be progressed and implemented. We offer parents, professionals and academics resources to incorporate game-based psycho-educational programs into their current practice.
Collapse
Affiliation(s)
- Gray Atherton
- Department of Psychology, Edge Hill University, Ormskirk, United Kingdom
| | | |
Collapse
|
39
|
Choi E, Shin SH, Ryu JK, Jung KI, Hyun Y, Kim J, Park MH. Association of Extensive Video Gaming and Cognitive Function Changes in Brain-Imaging Studies of Pro Gamers and Individuals With Gaming Disorder: Systematic Literature Review. JMIR Serious Games 2021; 9:e25793. [PMID: 34255648 PMCID: PMC8304135 DOI: 10.2196/25793] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/17/2020] [Revised: 03/25/2021] [Accepted: 04/02/2021] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND The World Health Organization announced the inclusion of gaming disorder (GD) in the International Classification of Diseases, 11th Revision, despite some concerns. However, video gaming has been associated with the enhancement of cognitive function. Moreover, despite comparable extensive video gaming, pro gamers have not shown any of the negative symptoms that individuals with GD have reported. It is important to understand the association between extensive video gaming and alterations in brain regions more objectively. OBJECTIVE This study aimed to systematically explore the association between extensive video gaming and changes in cognitive function by focusing on pro gamers and individuals with GD. METHODS Studies about pro gamers and individuals with GD were searched for in the PubMed and Web of Science databases using relevant search terms, for example, "pro-gamers" and "(Internet) gaming disorder." While studies for pro gamers were searched for without date restrictions, only studies published since 2013 about individuals with GD were included in search results. Article selection was conducted by following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. RESULTS By following the PRISMA guidelines, 1903 records with unique titles were identified. Through the screening process of titles and abstracts, 86 full-text articles were accessed to determine their eligibility. A total of 18 studies were included in this systematic review. Among the included 18 studies, six studies included pro gamers as participants, one study included both pro gamers and individuals with GD, and 11 studies included individuals with GD. Pro gamers showed structural and functional alterations in brain regions (eg, the left cingulate cortex, the insula subregions, and the prefrontal regions). Cognitive function (eg, attention and sensorimotor function) and cognitive control improved in pro gamers. Individuals with GD showed structural and functional alterations in brain regions (eg, the striatum, the orbitofrontal cortex, and the amygdala) that were associated with impaired cognitive control and higher levels of craving video game playing. They also showed increased cortical thickness in the middle temporal cortex, which indicated the acquisition of better skills. Moreover, it was suggested that various factors (eg, gaming expertise, duration or severity of GD, and level of self-control) seemed to modulate the association of extensive video game playing with changes in cognitive function. CONCLUSIONS Although a limited number of studies were identified that included pro gamers and/or individuals who reported showing symptoms of GD for more than 1 year, this review contributed to the objective understanding of the association between extensive video game playing and changes in cognitive function. Conducting studies with a longitudinal design or with various comparison groups in the future would be helpful in deepening the understanding of this association.
Collapse
Affiliation(s)
- Eunhye Choi
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Suk-Ho Shin
- Dr. Shin's Child and Adolescent Psychiatry Clinic, Seoul, Republic of Korea
| | - Jeh-Kwang Ryu
- Department of Physical Education, College of Education, Dongguk University, Seoul, Republic of Korea
| | - Kyu-In Jung
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Yerin Hyun
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Jiyea Kim
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Min-Hyeon Park
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| |
Collapse
|
40
|
Louw JG, van Heerden A, Olivier L, Lambrechts T, Broodryk M, Bunge L, Vosloo M, Tomlinson M. Executive Function After Prenatal Alcohol Exposure in Children in a South African Population: Cross-sectional Study. JMIR Form Res 2021; 5:e20658. [PMID: 34255647 PMCID: PMC8285745 DOI: 10.2196/20658] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2020] [Revised: 07/27/2020] [Accepted: 03/16/2021] [Indexed: 01/04/2023] Open
Abstract
Background Alcohol is a teratogen; its consumption during pregnancy can lead to negative birth outcomes, collectively referred to as fetal alcohol spectrum disorders. Neurodevelopmental delays in higher-order cognitive functions that affect development of executive functions are a common feature. Studies on executive function in children have focused on children diagnosed with fetal alcohol spectrum disorder, and there is a lack of information on the impact on children not diagnosed with fetal alcohol spectrum disorder but who had been exposed to alcohol. Objective The aim of this study was to compare the development of executive function in children between 4 and 6 years of age with and without prenatal exposure to alcohol. Methods Children both exposed and not exposed to alcohol were recruited as part of a feasibility RCT evaluating a computer-based cognitive training program for improving executive function development. The study was conducted in a low–socioeconomic status community in South Africa with a high prevalence of fetal alcohol spectrum disorder. Neurodevelopment was assessed in participating children; NEPSY-II standardized scores for executive function domains were compared using a multivariate analysis of variance with group membership as the predictor variable. Results No significant differences in executive functions assessments (P=.39) were found between children in the alcohol-exposed group (n=76) and those in the nonexposed group (n=40). Both groups showed moderate to severe delays in domains. In all but one subtest, the average score for both groups was below the 25th percentile of expected norms. Conclusions We expected that alcohol exposure would have a measurable impact on executive function development. The lack of differences highlights the prevalence of developmental delays in low–socioeconomic status communities in South Africa and suggests that children are exposed to various threats to cognitive development. International Registered Report Identifier (IRRID) RR2-10.2196/14489
Collapse
Affiliation(s)
- Jacobus Gidion Louw
- Foundation for Alcohol Related Research, Cape Town, South Africa.,Department of Psychology, Stellenbosch University, Stellenbosch, South Africa.,Institute for Life Course Health Research, Department of Global Health, Faculty of Medicine and Health Sciences, Stellenbosch University, Cape Town, South Africa
| | - Alastair van Heerden
- Centre for Community Based Research, Human Sciences Research Council, Pietermaritzburg, South Africa.,Developmental Pathways for Health Research Unit, Department of Paediatrics, Faculty of Health Science, University of the Witwatersrand/Medical Research Council, Johannesburg, South Africa
| | - Leana Olivier
- Foundation for Alcohol Related Research, Cape Town, South Africa
| | - Tersius Lambrechts
- Department of Psychology, Stellenbosch University, Stellenbosch, South Africa
| | - Mandi Broodryk
- Foundation for Alcohol Related Research, Cape Town, South Africa
| | - Liska Bunge
- Foundation for Alcohol Related Research, Cape Town, South Africa
| | - Martlé Vosloo
- Foundation for Alcohol Related Research, Cape Town, South Africa
| | - Mark Tomlinson
- Institute for Life Course Health Research, Department of Global Health, Faculty of Medicine and Health Sciences, Stellenbosch University, Cape Town, South Africa.,School of Nursing and Midwifery, Queens University, Belfast, United Kingdom
| |
Collapse
|
41
|
Abstract
Empirical research in bioethics has developed rapidly over the past decade, but has largely eschewed the use of technology-driven methodologies. We propose "design bioethics" as an area of conjoined theoretical and methodological innovation in the field, working across bioethics, health sciences and human-centred technological design. We demonstrate the potential of digital tools, particularly purpose-built digital games, to align with theoretical frameworks in bioethics for empirical research, integrating context, narrative and embodiment in moral decision-making. Purpose-built digital tools can engender situated engagement with bioethical questions; can achieve such engagement at scale; and can access groups traditionally under-represented in bioethics research and theory. If developed and used with appropriate rigor, tools motivated by "design bioethics" could offer unique insights into new and familiar normative and empirical issues in the field.
Collapse
|
42
|
McDonald KR, Pearson JM, Huettel SA. Dorsolateral and dorsomedial prefrontal cortex track distinct properties of dynamic social behavior. Soc Cogn Affect Neurosci 2021; 15:383-393. [PMID: 32382757 PMCID: PMC7308662 DOI: 10.1093/scan/nsaa053] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/21/2019] [Revised: 03/06/2020] [Accepted: 03/27/2020] [Indexed: 12/21/2022] Open
Abstract
Understanding how humans make competitive decisions in complex environments is a key goal of decision neuroscience. Typical experimental paradigms constrain behavioral complexity (e.g. choices in discrete-play games), and thus, the underlying neural mechanisms of dynamic social interactions remain incompletely understood. Here, we collected fMRI data while humans played a competitive real-time video game against both human and computer opponents, and then, we used Bayesian non-parametric methods to link behavior to neural mechanisms. Two key cognitive processes characterized behavior in our task: (i) the coupling of one’s actions to another’s actions (i.e. opponent sensitivity) and (ii) the advantageous timing of a given strategic action. We found that the dorsolateral prefrontal cortex displayed selective activation when the subject’s actions were highly sensitive to the opponent’s actions, whereas activation in the dorsomedial prefrontal cortex increased proportionally to the advantageous timing of actions to defeat one’s opponent. Moreover, the temporoparietal junction tracked both of these behavioral quantities as well as opponent social identity, indicating a more general role in monitoring other social agents. These results suggest that brain regions that are frequently implicated in social cognition and value-based decision-making also contribute to the strategic tracking of the value of social actions in dynamic, multi-agent contexts.
Collapse
Affiliation(s)
- Kelsey R McDonald
- Duke Institute for Brain Sciences, Duke University, Durham, NC 27710, USA.,Center for Cognitive Neuroscience, Duke University, Durham, NC 27710, USA.,Department of Psychology and Neuroscience, Duke University, Durham, NC 27708, USA
| | - John M Pearson
- Duke Institute for Brain Sciences, Duke University, Durham, NC 27710, USA.,Center for Cognitive Neuroscience, Duke University, Durham, NC 27710, USA.,Department of Psychology and Neuroscience, Duke University, Durham, NC 27708, USA.,Department of Biostatistics and Bioinformatics, Duke University Medical School, Durham, NC 27710, USA
| | - Scott A Huettel
- Duke Institute for Brain Sciences, Duke University, Durham, NC 27710, USA.,Center for Cognitive Neuroscience, Duke University, Durham, NC 27710, USA.,Department of Psychology and Neuroscience, Duke University, Durham, NC 27708, USA
| |
Collapse
|
43
|
Epstein DS, Zemski A, Enticott J, Barton C. Tabletop Board Game Elements and Gamification Interventions for Health Behavior Change: Realist Review and Proposal of a Game Design Framework. JMIR Serious Games 2021; 9:e23302. [PMID: 33787502 PMCID: PMC8047814 DOI: 10.2196/23302] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/06/2020] [Revised: 10/21/2020] [Accepted: 02/13/2021] [Indexed: 11/26/2022] Open
Abstract
Background Games, when used as interventional tools, can influence behavior change by incentivizing, reinforcing, educating, providing feedback loops, prompting, persuading, or providing meaning, fun, and community. However, not all game elements will appeal to all consumers equally, and different elements might work for different people and in different contexts. Objective The aim of this study was to conduct a realist review of tabletop games targeting behavior change and to propose a framework for designing effective behavior change games. Methods A realist review was conducted to inform program theory in the development of tabletop games for health behavior change. The context, mechanisms used to change behavior, and outcomes of included studies were reviewed through a realist lens. Results Thirty-one papers met the eligibility criteria and were included in the review. Several design methods were identified that enhanced the efficacy of the games to change behavior. These included design by local teams, pilot testing, clearly defined targets of behavior change, conscious attention to all aspects of game design, including game mechanics, dynamics, aesthetics, and the elicitation of emotions. Delivery with other mediums, leveraging behavioral insights, prior training for delivery, and repeated play were also important. Some design elements that were found to reduce efficacy included limited replayability or lack of fun for immersive engagement. Conclusions Game designers need to consider all aspects of the context and the mechanisms to achieve the desired behavior change outcomes. Careful design thinking should include consideration of the game mechanics, dynamics, aesthetics, emotions, and contexts of the game and the players. People who know the players and the contexts well should design the games or have significant input. Testing in real-world settings is likely to lead to better outcomes. Careful selection and purposeful design of the behavior change mechanisms at play is essential. Fun and enjoyment of the player should be considered, as without engagement, there will be no desired intervention effect.
Collapse
Affiliation(s)
- Daniel S Epstein
- Department of General Practice, Monash University, Notting Hill, Australia
| | - Adam Zemski
- Department of Mathematics, Moreton Bay College, Brisbane, Australia
| | - Joanne Enticott
- Monash Centre for Health Research and Implementation, Monash University, Clayton, Australia
| | - Christopher Barton
- Department of General Practice, Monash University, Notting Hill, Australia
| |
Collapse
|
44
|
Schroeder PA, Lohmann J, Ninaus M. Preserved Inhibitory Control Deficits of Overweight Participants in a Gamified Stop-Signal Task: Experimental Study of Validity. JMIR Serious Games 2021; 9:e25063. [PMID: 33709936 PMCID: PMC8092187 DOI: 10.2196/25063] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/30/2020] [Revised: 01/29/2021] [Accepted: 02/12/2021] [Indexed: 12/29/2022] Open
Abstract
Background Gamification in mental health could increase training adherence, motivation, and transfer effects, but the external validity of gamified tasks is unclear. This study documents that gamified task variants can show preserved associations between markers of behavioral deficits and health-related variables. We draw on the inhibitory control deficit in overweight populations to investigate effects of gamification on performance measures in a web-based experimental task. Objective This study tested whether associations between inhibitory control and overweight were preserved in a gamified stop-signal task (SST). Methods Two versions of an adaptive SST were developed and tested in an online experiment. Participants (n=111) were randomized to 1 of the 2 task variants and completed a series of questionnaires along with either the gamified SST or a conventional SST. To maximize its possible effects on participants’ inhibitory control, the gamified SST included multiple game elements in addition to the task itself and the stimuli. Both variants drew on the identical core mechanics, but the gamified variant included an additional narrative, graphical theme, scoring system with visual and emotional feedback, and the presence of a companion character. In both tasks, food and neutral low-poly stimuli were classified based on their color tone (go trials), but responses were withheld in 25% of the trials (stop trials). Mean go reaction times and stop-signal reaction times (SSRT) were analyzed as measures of performance and inhibitory control. Results Participants in the gamified SST had longer reaction times (803 [SD 179] ms vs 607 [SD 90] ms) and worse inhibitory control (SSRT 383 [SD 109] ms vs 297 [SD 45] ms). The association of BMI with inhibitory control was relatively small (r=.155, 95% CI .013-.290). Overweight participants had longer reaction times (752 [SD 217] ms vs 672 [SD 137] ms) and SSRTs (363 [SD 116] ms vs 326 [SD 77] ms). Gamification did not interact with the effect of overweight on mean performance or inhibitory control. There were no effects of gamification on mood and user experience, despite a negative effect on perceived efficiency. Conclusions The detrimental effects of heightened BMI on inhibitory control were preserved in a gamified version of the SST. Overall, the effects of overweight were smaller than in previously published web-based and laboratory studies. Gamification elements can impact behavioral performance, but gamified tasks can still assess inhibitory control deficits. Although our results are promising, according validations may differ for other types of behavior, gamification, and health variables.
Collapse
Affiliation(s)
| | - Johannes Lohmann
- Department of Computer Science, Cognitive Modeling, University of Tübingen, Tübingen, Germany
| | - Manuel Ninaus
- Department of Psychology, University of Innsbruck, Innsbruck, Austria.,Leibniz-Institut für Wissensmedien, Tübingen, Germany.,LEAD Graduate School and Research Network, University of Tübingen, Tübingen, Germany
| |
Collapse
|
45
|
Rockloff M, Russell AM, Greer N, Lole L, Hing N, Browne M. Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia. J Behav Addict 2021; 10:35-41. [PMID: 33625382 PMCID: PMC8969855 DOI: 10.1556/2006.2021.00007] [Citation(s) in RCA: 19] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/13/2020] [Revised: 11/30/2020] [Accepted: 01/18/2021] [Indexed: 11/25/2022] Open
Abstract
BACKGROUND AND AIMS Loot boxes are a common feature in video games where players win, buy or are gifted a virtual box or other container that is unwrapped to reveal virtual items of value, such as skins, weapons, in-game currency or special abilities. The current study aimed to relate the use of loot boxes to gambling problems and harm. METHODS An online survey was conducted with 1,954 adolescents and young adults from NSW Australia, 59.9% female (aged 12-24), recruited by online panel aggregator, Qualtrics. RESULTS Buying and selling loot boxes was associated with higher 12-month gambling frequency and gambling problems in young adults, aged 18-24 (Problem Gambling Severity Index). Young adults who bought loot boxes additionally had more gambling-related harms (Short Gambling Harms Screen). Young women, aged 18-24, who opened, bought and/or sold loot boxes spent more money in the last 12 months on gambling. In adolescents, aged 12-17, buying loot boxes was similarly associated with gambling problems (DSM-IV-MR-J). Furthermore, adolescent girls who bought and/or sold loot boxes viewed gambling more positively than other girls (Attitudes Towards Gambling Scale). There was no evidence, however, that longer-term experience in opening or purchasing loot boxes, a differentiating feature of the survey, is associated with current gambling problems. DISCUSSION AND CONCLUSIONS This study suggests that loot boxes may be attractive to people who are already predisposed to engage in other gambling, and females who use loot boxes may have unique vulnerabilities to gambling problems that could be explored in future research.
Collapse
Affiliation(s)
- Matthew Rockloff
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Bundaberg, QLD, Australia,Corresponding author. E-mail:
| | - Alex M.T. Russell
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Sydney, NSW, Australia
| | - Nancy Greer
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Melbourne, VIC, Australia
| | - Lisa Lole
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Bundaberg, QLD, Australia
| | - Nerilee Hing
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Bundaberg, QLD, Australia
| | - Matthew Browne
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Bundaberg, QLD, Australia
| |
Collapse
|
46
|
Bierbooms JJPA, Sluis-Thiescheffer WRJW, Feijt MA, IJsselsteijn WA, Bongers IMB. Design of a Game-Based Training Environment to Enhance Health Care Professionals' E-Mental Health Skills: Protocol for a User Requirements Analysis. JMIR Res Protoc 2021; 10:e18815. [PMID: 33595453 PMCID: PMC7929747 DOI: 10.2196/18815] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/20/2020] [Revised: 11/06/2020] [Accepted: 12/15/2020] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND E-mental health (EMH) offers various possibilities for mental health care delivery, with many studies demonstrating its clinical efficacy. However, the uptake of EMH technologies by mental health care professionals remains to be low. One of the reasons for this is the lack of knowledge and skills in using these technologies. Skill enhancement by means of serious gaming has been shown to be effective in other areas but has not yet been applied to the development of EMH skills of mental health care professionals. OBJECTIVE The aim of this paper is to describe a study protocol for the user requirements analysis for the design of a game-based training environment for mental health care professionals to enhance their skills in EMH. METHODS The user requirements are formulated using three complementary outputs: personas (lively descriptions of potential users), scenarios (situations that require EMH skills), and prerequisites (required technical and organizational conditions). We collected the data using a questionnaire, co-design sessions, and interviews. The questionnaire was used to determine mental health care professionals' characteristics, attitudes, and skill levels regarding EMH and was distributed among mental health care professionals in the Netherlands. This led to a number of recognizable subuser groups as the basis for personas. Co-design sessions with mental health care professionals resulted in further specification of the personas and an identification of different user scenarios for the game-based training environment. Interviews with mental health care professionals helped to determine the preferences of mental health care professionals regarding training in EMH and the technical and organizational conditions required for the prospective game-based training environment to be used in practice. This combination of requirement elicitation methods allows for a good representation of the target population in terms of both a broad view of user needs (through the large N questionnaire) and an in-depth understanding of specific design requirements (through interviews and co-design). RESULTS The questionnaire was filled by 432 respondents; three co-design sessions with mental health care professionals and 17 interviews were conducted. The data have been analyzed, and a full paper on the results is expected to be submitted in the first half of 2021. CONCLUSIONS To develop an environment that can effectively support professionals' EMH skill development, it is important to offer training possibilities that address the specific needs of mental health care professionals. The approach described in this protocol incorporates elements that enable the design of a playful training environment that is user driven and flexible and considers the technical and organizational prerequisites that influence its implementation in practice. It describes a protocol that is replicable and provides a methodology for user requirements analyses in other projects and health care areas. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID) RR1-10.2196/18815.
Collapse
Affiliation(s)
- Joyce J P A Bierbooms
- Tranzo, Tilburg School of Social and Behavioral Sciences, Tilburg University, Tilburg, Netherlands.,Mental Healthcare Eindhoven, Eindhoven, Netherlands
| | | | - Milou A Feijt
- Human Technology Interaction, Eindhoven University of Technology, Eindhoven, Netherlands
| | - Wijnand A IJsselsteijn
- Human Technology Interaction, Eindhoven University of Technology, Eindhoven, Netherlands
| | - Inge M B Bongers
- Tranzo, Tilburg School of Social and Behavioral Sciences, Tilburg University, Tilburg, Netherlands.,Mental Healthcare Eindhoven, Eindhoven, Netherlands
| |
Collapse
|
47
|
Abstract
This paper focuses on key areas in which artificial intelligence has affected the chess world, including cheat detection methods, which are especially necessary recently, as there has been an unexpected rise in the popularity of online chess. Many major chess events that were to take place in 2020 have been canceled, but the global popularity of chess has in fact grown in recent months due to easier conversion of the game from offline to online formats compared with other games. Still, though a game of chess can be easily played online, there are some concerns about the increased chances of cheating. Artificial intelligence can address these concerns.
Collapse
|
48
|
Martos-Cabrera MB, Membrive-Jiménez MJ, Suleiman-Martos N, Mota-Romero E, Cañadas-De la Fuente GA, Gómez-Urquiza JL, Albendín-García L. Games and Health Education for Diabetes Control: A Systematic Review with Meta-Analysis. Healthcare (Basel) 2020; 8:E399. [PMID: 33066372 PMCID: PMC7712293 DOI: 10.3390/healthcare8040399] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/11/2020] [Revised: 10/04/2020] [Accepted: 10/12/2020] [Indexed: 02/07/2023] Open
Abstract
Finding methods to improve people's diabetes control and management is important to prevent its complications and maintain the quality of life. The aim of this review was to assess the effect of games on the blood glucose level (glycated hemoglobin (HbA1c)). A systematic review and meta-analysis were made. Pubmed, Scopus, and CINAHL databases were consulted in July of 2020. Ten studies were selected as a final sample, most of them being clinical trials using games to improve diabetes control. Half of the studies had samples between 8 and 14.9 years old and the other half between 57 and 65 years old. The studies informed about using applications/games for mobile phones, game consoles, and board games for diabetes education and management. The meta-analysis was performed with 4 studies showing a mean difference of 0.12 (CI 95% 0.57, 0.33) of HbA1c in favor of the intervention group with p > 0.05. Games are positive for diabetes health education and promoting healthier lifestyle, but their impact on HbA1c is low.
Collapse
Affiliation(s)
- María Begoña Martos-Cabrera
- San Cecilio Clinical University Hospital, Andalusian Health Service, Avenida del Conocimiento s/n, 18016 Granada, Spain;
| | - María José Membrive-Jiménez
- Ceuta University Hospital, National Institute of Health Management, Loma del Colmenar s/n, 51003 Ceuta, Spain;
| | - Nora Suleiman-Martos
- Faculty of Health Sciences, Ceuta University Campus, University of Granada, C/Cortadura del Valle SN, 51001 Ceuta, Spain;
| | - Emilio Mota-Romero
- Assitance Unit Doctores Dr. Salvador Caballero García, Granada-Metropolitano Health District, Andalusian Health Service, C/Joaquina Eguaras, n° 2, Edificio 2, 1ᵃ planta, 18013 Granada, Spain;
| | | | - José L. Gómez-Urquiza
- Faculty of Health Sciences, University of Granada, Avenida de la Ilustración N. 60, 18016 Granada, Spain;
| | - Luis Albendín-García
- Assitance Unit La Chana, Granada-Metropolitano Health District, Andalusian Health Service, C/Joaquina Eguaras, n° 2, Edificio 2, 1ᵃ planta, 18013 Granada, Spain;
| |
Collapse
|
49
|
Colman E, Hanley N, Kao RR. Spontaneous divergence of disease status in an economic epidemiological game. Proc Math Phys Eng Sci 2020; 476:20190837. [PMID: 33214756 PMCID: PMC7655765 DOI: 10.1098/rspa.2019.0837] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/01/2019] [Accepted: 09/09/2020] [Indexed: 11/22/2022] Open
Abstract
We introduce a game inspired by the challenges of disease management in livestock farming and the transmission of endemic disease through a trade network. Success in this game comes from balancing the cost of buying new stock with the risk that it will be carrying some disease. When players follow a simple memory-based strategy we observe a spontaneous separation into two groups corresponding to players with relatively high, or low, levels of infection. By modelling the dynamics of both the disease and the formation and breaking of trade relationships, we derive the conditions for which this separation occurs as a function of the transmission rate and the threshold level of acceptable disease for each player. When interactions in the game are restricted to players that neighbour each other in a small-world network, players tend to have similar levels of infection as their neighbours. We conclude that success in economic-epidemiological systems can originate from misfortune and geographical circumstances as well as by innate differences in personal attitudes towards risk.
Collapse
Affiliation(s)
- Ewan Colman
- Royal (Dick) School of Veterinary Studies and the Roslin Institute, University of Edinburgh, Easter Bush, Midlothian, UK
| | - Nick Hanley
- Institute of Biodiversity, Animal Health and Comparative Medicine, University of Glasgow, Glasgow, UK
| | - Rowland R Kao
- Royal (Dick) School of Veterinary Studies and the Roslin Institute, University of Edinburgh, Easter Bush, Midlothian, UK
| |
Collapse
|
50
|
Abstract
Experimental games model situations in which the future outcomes of individuals and groups depend on their own choices and on those of other (groups of) individuals. Games are a powerful tool to identify the neural and psychological mechanisms underlying interpersonal and group cooperation and coordination. Here we discuss recent developments in how experimental games are used and adapted, with an increased focus on repeated interactions, partner control through sanctioning, and partner (de)selection for future interactions. Important advances have been made in uncovering the neurobiological underpinnings of key factors involved in cooperation and coordination, including social preferences, cooperative beliefs, (emotion) signaling, and, in particular, reputations and (in)direct reciprocity. Emerging trends at the cross-sections of psychology, economics, and the neurosciences include an increased focus on group heterogeneities, intergroup polarization and conflict, cross-cultural differences in cooperation and norm enforcement, and neurocomputational modeling of the formation and updating of social preferences and beliefs.
Collapse
Affiliation(s)
- Eric van Dijk
- Department of Psychology, Leiden University, 2300 RA Leiden, The Netherlands;
| | - Carsten K W De Dreu
- Department of Psychology, Leiden University, 2300 RA Leiden, The Netherlands; .,Faculty of Economics and Business, University of Amsterdam, 1012 WX Amsterdam, The Netherlands
| |
Collapse
|