Presenter: Mina Johnson, President Embodied Games. Radboud University, NL
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
The document discusses using a PC game created in Kidspiration to teach children about creating a complete and healthy meal. The game aims to help detect any changes in the children's eating habits. It provides an interactive way for kids to learn about nutrition and making balanced choices.
Presenter: Sander Bakkes, Lecturer in Game Technology. University of Amsterdam, NL
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 11:00 - 12:15
Location: Session Room 1, Jaarbeurs Utrecht
The document discusses how game mechanics and gamification can be used to influence human behavior and change behaviors related to healthcare. It notes that game makers have studied human behavior and designed mechanics like points, levels, and leaderboards to keep players engaged. The document suggests that gamification provides an alternative to one-way communication by healthcare marketers by turning mundane tasks into engaging experiences that satisfy fundamental human desires and motivate behaviors around exercise, smoking, diet, and medication compliance through challenges, achievement, status and ability triggers associated with game mechanics and dynamics.
The Steps to Monumental: Building an iPhone Game for HealthBill Sabram
Bill Sabram, Lead Game Designer at MeYou Health, presented this talk at Games for Health in Boston, MA on May 17, 2011.
Here is the link to the original prezi:
http://prezi.com/z2f9i_asb9tw/the-steps-to-monumental-building-an-iphone-game-for-health/
1) The document discusses HopeLab's work using video games to improve health outcomes for chronic illnesses like cancer.
2) It describes HopeLab's cancer-fighting video game Re-Mission, which improved patients' cancer knowledge, self-efficacy, and medication adherence through gameplay.
3) HopeLab is conducting further research on Re-Mission to understand how gameplay impacts emotions, motivation, and real-life behaviors through studies analyzing player brain activity and game mechanics.
Judy Robertson - iFitQuest: an iPhone game to encourage school kids to take e...compatsch
This document discusses exergames, which combine video games and physical exercise. It describes a location-based exergame called iFitQuest that was designed and evaluated with teenagers. Studies found that iFitQuest encouraged moderate to vigorous physical activity but that there was a novelty effect over time. The document provides suggestions for designing exergames with student input and evaluating off-the-shelf exergames in schools. It also offers the option to borrow iPhones to trial iFitQuest and discusses collaborating on exergame research projects.
MobileKids: mHealth Tools to Increase Children's Physical AcvtivityYTH
Leah Robertson of the University of British Colombia introduces a mHealth game targeting youth to increase levels of physical activity. Inclusion of youth in research process, design, development and dissemination. Presented at YTH Live 2014 session "What to Wear? Wearables for Health.
Video games and mobile apps for health andthegraymatters
This document discusses how video games and mobile apps can be used for health and healthcare. It provides examples of games that have been used to change health behaviors and attitudes. Benefits of video games discussed include increased creativity in children and improved treatment adherence for cancer patients. The concept of "gamification" is introduced as applying game mechanics to drive participation. Popular health-focused mobile apps and the Microsoft Kinect system are also described. Throughout, the document emphasizes the potential of interactive games and technologies to lower healthcare costs and improve health outcomes.
The document discusses using a PC game created in Kidspiration to teach children about creating a complete and healthy meal. The game aims to help detect any changes in the children's eating habits. It provides an interactive way for kids to learn about nutrition and making balanced choices.
Presenter: Sander Bakkes, Lecturer in Game Technology. University of Amsterdam, NL
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 11:00 - 12:15
Location: Session Room 1, Jaarbeurs Utrecht
The document discusses how game mechanics and gamification can be used to influence human behavior and change behaviors related to healthcare. It notes that game makers have studied human behavior and designed mechanics like points, levels, and leaderboards to keep players engaged. The document suggests that gamification provides an alternative to one-way communication by healthcare marketers by turning mundane tasks into engaging experiences that satisfy fundamental human desires and motivate behaviors around exercise, smoking, diet, and medication compliance through challenges, achievement, status and ability triggers associated with game mechanics and dynamics.
The Steps to Monumental: Building an iPhone Game for HealthBill Sabram
Bill Sabram, Lead Game Designer at MeYou Health, presented this talk at Games for Health in Boston, MA on May 17, 2011.
Here is the link to the original prezi:
http://prezi.com/z2f9i_asb9tw/the-steps-to-monumental-building-an-iphone-game-for-health/
1) The document discusses HopeLab's work using video games to improve health outcomes for chronic illnesses like cancer.
2) It describes HopeLab's cancer-fighting video game Re-Mission, which improved patients' cancer knowledge, self-efficacy, and medication adherence through gameplay.
3) HopeLab is conducting further research on Re-Mission to understand how gameplay impacts emotions, motivation, and real-life behaviors through studies analyzing player brain activity and game mechanics.
Judy Robertson - iFitQuest: an iPhone game to encourage school kids to take e...compatsch
This document discusses exergames, which combine video games and physical exercise. It describes a location-based exergame called iFitQuest that was designed and evaluated with teenagers. Studies found that iFitQuest encouraged moderate to vigorous physical activity but that there was a novelty effect over time. The document provides suggestions for designing exergames with student input and evaluating off-the-shelf exergames in schools. It also offers the option to borrow iPhones to trial iFitQuest and discusses collaborating on exergame research projects.
MobileKids: mHealth Tools to Increase Children's Physical AcvtivityYTH
Leah Robertson of the University of British Colombia introduces a mHealth game targeting youth to increase levels of physical activity. Inclusion of youth in research process, design, development and dissemination. Presented at YTH Live 2014 session "What to Wear? Wearables for Health.
Video games and mobile apps for health andthegraymatters
This document discusses how video games and mobile apps can be used for health and healthcare. It provides examples of games that have been used to change health behaviors and attitudes. Benefits of video games discussed include increased creativity in children and improved treatment adherence for cancer patients. The concept of "gamification" is introduced as applying game mechanics to drive participation. Popular health-focused mobile apps and the Microsoft Kinect system are also described. Throughout, the document emphasizes the potential of interactive games and technologies to lower healthcare costs and improve health outcomes.
This document discusses digital health and the use of online resources and serious games to educate about health topics. It provides examples of several projects hosted by the National electronic Library of Infection (NeLI) portal that use digital tools for professionals and the public. These include resources on antibiotic resistance and infection control as well as games for children about microbes and hand hygiene. The document summarizes usage data and studies that show knowledge gains from using these online and game-based educational resources compared to traditional methods. It advocates for seamlessly integrating assessments into game designs to evaluate learning.
New ALERT - Biometric parameters of Critical Care Practitioners using HexoskinINSPIRE_Network
This study aims to measure biometric parameters such as heart rate, respiratory rate, and calorie expenditure of pediatric critical care physicians in simulated stressful environments using a wearable tracking device. Physicians will participate in simulations with and without viewing their real-time biometrics to see if biofeedback can alter their physiological responses. Data collection is underway with simulations completed on 7 subjects so far. The goals are to get feedback on improving the simulation experience and continue data collection and analysis to understand the effects of biofeedback on physician stress levels.
Computer games for user engagement in Attention Deficit Hyperactivity Disorde...Karel Van Isacker
Computer games for user engagement in Attention Deficit Hyperactivity Disorder (ADHD) monitoring and therapy (Michael P. Craven and Maddie Groom)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Serious Games and digital interactive technologies for Healthcareimaginary srl
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient communication and behavior change. Specific examples are provided of games that simulate medical procedures, support physical therapy and exercise, and teach nutrition. The document concludes by discussing emerging areas like home rehabilitation systems and using motion sensors to integrate rehabilitation into work environments.
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient education, and behavior change. Several specific games are described that target areas like emergency response training, medical procedures practice, chronic condition management, physical therapy, and nutrition education. The document discusses trends in exergames and motion-based games using devices like the Microsoft Kinect. In conclusion, it presents some future directions like combining gaming with home rehabilitation.
Discoveries and Game Design Principles from Our Grantees' Research, Lieberman...Debra Lieberman
The document summarizes research from 21 grantees studying health games. It describes the types of games studied (including exergames and self-care games), platforms used, and goals of the research (including assessing outcomes, testing theories, and identifying design principles). Key findings include that competitive play improved cognitive functioning more than cooperative play; games providing autonomy and competence support increased enjoyment and motivation; and a robot providing social support was more motivating for exercise. Future plans are to publish and disseminate the research findings to inform health game design.
Exercising the mind: Interactive gym for the 21st centuryVincent Routhier
Conference by Vincent Routhier, CEO @ Lü Interactive Playgroud
Presented during the Bett Conference 2019
January 24, 2019 - London UK
How can we encourage academic learning and physical activity, and limit sedentary activity among children, particularly in the school environment? This session will explore approaches that show promise in promoting and increasing physical activity linked to student academic performance. Join us as we ignite teaching and learning by turning the school gym into a giant, magical, immersive, interactive playground, where students are engaged in simultaneous integrated academic content and physical activity. This re-invented gym for schools of the 21st century will strengthen student academic and physical education outcomes, attitudes, and behaviors, while sparking enjoyment at the same time!
1. The document discusses a classroom activity to teach students about sustainability and food miles by having them research the distance a food item travels to reach their school and its nutritional value.
2. Students work in pairs to choose a food, find its origin using maps, calculate fuel used for transportation, and how the food miles contribute to global warming.
3. They then create posters and PowerPoint presentations to educate their classmates on sustainable food options and how to reduce global warming through alternative food choices.
The document discusses the state of nutrition games today. It provides a history of nutrition games from the 1990s to present day, including various games developed for websites, consoles, smartphones and more. It also discusses who develops nutrition games, common game architectures, opportunities and barriers to further developing the genre. The goal of nutrition games is to promote behavioral change around nutrition through an engaging gaming format.
Towards a successful implementation of game mechanics (gamification) in e-hea...Maged N. Kamel Boulos
- Digital games show promise for positively changing health behaviors and outcomes, but establishing evidence of their effectiveness faces major challenges of replicability and generalizability.
- Key ingredients for sustainable success include multidisciplinary research to establish what works for different conditions and users, as well as iterative development working with stakeholders and users.
- Gamification needs to go beyond just points and badges to drive long-term changes; social accountability and making health fun through games and narratives can help engage users.
The document discusses how video gaming can enhance brain development by promoting creativity, manual dexterity, and visual/spatial memory. It outlines principles of gaming related to empowered learning, problem-based learning, and deep understanding. Studies show that gaming children are more creative and improves laparoscopic surgeons' dexterity. One study found 12 hours of a brain training game over a month improved cognitive abilities in older adults. In conclusion, video games can effectively promote learning through their design principles and skills developed through play.
1) More than eight in ten young people (83%) have a video game console at home, and over half (56%) have two or more consoles.
2) Projections estimate the video game market will grow from $52 billion in 2009 to $86 billion in 2014, an increase of 9.4% growth per year.
3) Preliminary research suggests that playing video games may improve recall and problem solving compared to reading text or watching video, especially when the game emphasizes sensorimotor experience and identifying causal relationships.
1) The nutrition lesson plan incorporates technology like a smart board, Brain Pop video, mypyramid.gov website, and a Blast Off game to teach students about healthy eating and the different food groups.
2) The plan is divided into phases that include objectives, standards, strategies, and preparation. Stations are set up for independent worksheets and computer activities on mypyramid.gov.
3) Formative assessments include worksheets, a food pyramid activity, and certificates from the Blast Off game. The goal is for students to better understand nutrition and making healthy choices.
The document describes an activity where students research non-governmental organizations (NGOs) online. It involves the following steps:
1. Students work in pairs to choose an NGO and write questions about it.
2. They visit the computer lab and spend 30 minutes researching answers to their questions on the NGO's website.
3. Back in the classroom, each pair reports their findings to the class so students can learn about different NGOs and their important work.
If you Build It - reviewing research from the Proactive Health Informatics and Wellness Innovation and Interaction Lab at Indiana University. Presented at the University of Notre Dame Computer Science and Engineering Colloquium. Notre Dame, IN and Purdue University Colloquium Series in Spring 2014
Towards Virtual Rehabilitation - MCS (UCSC) Research Project 2016 - PresentationThiwanka Makumburage
This document discusses developing a system called LeapPlay that uses hand gesture control of serious games to improve cognitive and motor skills in children with special needs. It aims to precisely track hand gestures to identify improvements and develop games suitable for skills development. The system utilizes real-time hand gesture tracking from a Leap Motion controller to link gestures to game actions. An evaluation with 6 users found that the LeapPlay application was able to improve skills through the specially designed therapy games controlled by natural gestures.
This document discusses serious games and the challenges of combining game design and didactic design. Serious games aim to educate rather than solely entertain. The challenge is developing an engaging game that also ensures the intended learning occurs. This requires multidisciplinary collaboration between game designers, subject matter experts, and instructional designers. Developing a shared language and frequent meetings are important. Serious games have potential applications for treating PTSD in soldiers by exposing them to trauma through games. Assessing learning in games requires new approaches compared to traditional methods.
1. The document describes a health treasure hunt activity for 1st year high school students (ages 15-16) in Spain.
2. The activity used gamification and different games/puzzles about health topics like diseases, treatments, and healthy habits.
3. The objective was for students to learn about common diseases and healthy lifestyles in a cooperative way through activities like crosswords, quick games, and online searches.
Clinical Trials Re-spec. The role of games and game concepts in the future of...Karel Van Isacker
Clinical Trials Re-spec. The role of games and game concepts in the future of clinical trials (Bill Byrom)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Bionic is a game designed to provide engaging training for patients using neuromuscular prosthetics. It uses music-based games that provide challenge and feedback to improve patients' control of their prosthesis while maintaining higher engagement compared to standard EMG training. Clinical studies have found Bionic leads to clinically validated improvements in prosthesis control when used as an addition to traditional clinical training methods.
The document discusses games for healthy ageing and provides an example. It announces a track on silver games at the Games for Health Europe Conference 2018. An example given is the EU FrailSafe i-PROGNOSIS project which uses games for healthy ageing.
More Related Content
Similar to Alien Health: An Embodied Exer-game with Nutrition
This document discusses digital health and the use of online resources and serious games to educate about health topics. It provides examples of several projects hosted by the National electronic Library of Infection (NeLI) portal that use digital tools for professionals and the public. These include resources on antibiotic resistance and infection control as well as games for children about microbes and hand hygiene. The document summarizes usage data and studies that show knowledge gains from using these online and game-based educational resources compared to traditional methods. It advocates for seamlessly integrating assessments into game designs to evaluate learning.
New ALERT - Biometric parameters of Critical Care Practitioners using HexoskinINSPIRE_Network
This study aims to measure biometric parameters such as heart rate, respiratory rate, and calorie expenditure of pediatric critical care physicians in simulated stressful environments using a wearable tracking device. Physicians will participate in simulations with and without viewing their real-time biometrics to see if biofeedback can alter their physiological responses. Data collection is underway with simulations completed on 7 subjects so far. The goals are to get feedback on improving the simulation experience and continue data collection and analysis to understand the effects of biofeedback on physician stress levels.
Computer games for user engagement in Attention Deficit Hyperactivity Disorde...Karel Van Isacker
Computer games for user engagement in Attention Deficit Hyperactivity Disorder (ADHD) monitoring and therapy (Michael P. Craven and Maddie Groom)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Serious Games and digital interactive technologies for Healthcareimaginary srl
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient communication and behavior change. Specific examples are provided of games that simulate medical procedures, support physical therapy and exercise, and teach nutrition. The document concludes by discussing emerging areas like home rehabilitation systems and using motion sensors to integrate rehabilitation into work environments.
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient education, and behavior change. Several specific games are described that target areas like emergency response training, medical procedures practice, chronic condition management, physical therapy, and nutrition education. The document discusses trends in exergames and motion-based games using devices like the Microsoft Kinect. In conclusion, it presents some future directions like combining gaming with home rehabilitation.
Discoveries and Game Design Principles from Our Grantees' Research, Lieberman...Debra Lieberman
The document summarizes research from 21 grantees studying health games. It describes the types of games studied (including exergames and self-care games), platforms used, and goals of the research (including assessing outcomes, testing theories, and identifying design principles). Key findings include that competitive play improved cognitive functioning more than cooperative play; games providing autonomy and competence support increased enjoyment and motivation; and a robot providing social support was more motivating for exercise. Future plans are to publish and disseminate the research findings to inform health game design.
Exercising the mind: Interactive gym for the 21st centuryVincent Routhier
Conference by Vincent Routhier, CEO @ Lü Interactive Playgroud
Presented during the Bett Conference 2019
January 24, 2019 - London UK
How can we encourage academic learning and physical activity, and limit sedentary activity among children, particularly in the school environment? This session will explore approaches that show promise in promoting and increasing physical activity linked to student academic performance. Join us as we ignite teaching and learning by turning the school gym into a giant, magical, immersive, interactive playground, where students are engaged in simultaneous integrated academic content and physical activity. This re-invented gym for schools of the 21st century will strengthen student academic and physical education outcomes, attitudes, and behaviors, while sparking enjoyment at the same time!
1. The document discusses a classroom activity to teach students about sustainability and food miles by having them research the distance a food item travels to reach their school and its nutritional value.
2. Students work in pairs to choose a food, find its origin using maps, calculate fuel used for transportation, and how the food miles contribute to global warming.
3. They then create posters and PowerPoint presentations to educate their classmates on sustainable food options and how to reduce global warming through alternative food choices.
The document discusses the state of nutrition games today. It provides a history of nutrition games from the 1990s to present day, including various games developed for websites, consoles, smartphones and more. It also discusses who develops nutrition games, common game architectures, opportunities and barriers to further developing the genre. The goal of nutrition games is to promote behavioral change around nutrition through an engaging gaming format.
Towards a successful implementation of game mechanics (gamification) in e-hea...Maged N. Kamel Boulos
- Digital games show promise for positively changing health behaviors and outcomes, but establishing evidence of their effectiveness faces major challenges of replicability and generalizability.
- Key ingredients for sustainable success include multidisciplinary research to establish what works for different conditions and users, as well as iterative development working with stakeholders and users.
- Gamification needs to go beyond just points and badges to drive long-term changes; social accountability and making health fun through games and narratives can help engage users.
The document discusses how video gaming can enhance brain development by promoting creativity, manual dexterity, and visual/spatial memory. It outlines principles of gaming related to empowered learning, problem-based learning, and deep understanding. Studies show that gaming children are more creative and improves laparoscopic surgeons' dexterity. One study found 12 hours of a brain training game over a month improved cognitive abilities in older adults. In conclusion, video games can effectively promote learning through their design principles and skills developed through play.
1) More than eight in ten young people (83%) have a video game console at home, and over half (56%) have two or more consoles.
2) Projections estimate the video game market will grow from $52 billion in 2009 to $86 billion in 2014, an increase of 9.4% growth per year.
3) Preliminary research suggests that playing video games may improve recall and problem solving compared to reading text or watching video, especially when the game emphasizes sensorimotor experience and identifying causal relationships.
1) The nutrition lesson plan incorporates technology like a smart board, Brain Pop video, mypyramid.gov website, and a Blast Off game to teach students about healthy eating and the different food groups.
2) The plan is divided into phases that include objectives, standards, strategies, and preparation. Stations are set up for independent worksheets and computer activities on mypyramid.gov.
3) Formative assessments include worksheets, a food pyramid activity, and certificates from the Blast Off game. The goal is for students to better understand nutrition and making healthy choices.
The document describes an activity where students research non-governmental organizations (NGOs) online. It involves the following steps:
1. Students work in pairs to choose an NGO and write questions about it.
2. They visit the computer lab and spend 30 minutes researching answers to their questions on the NGO's website.
3. Back in the classroom, each pair reports their findings to the class so students can learn about different NGOs and their important work.
If you Build It - reviewing research from the Proactive Health Informatics and Wellness Innovation and Interaction Lab at Indiana University. Presented at the University of Notre Dame Computer Science and Engineering Colloquium. Notre Dame, IN and Purdue University Colloquium Series in Spring 2014
Towards Virtual Rehabilitation - MCS (UCSC) Research Project 2016 - PresentationThiwanka Makumburage
This document discusses developing a system called LeapPlay that uses hand gesture control of serious games to improve cognitive and motor skills in children with special needs. It aims to precisely track hand gestures to identify improvements and develop games suitable for skills development. The system utilizes real-time hand gesture tracking from a Leap Motion controller to link gestures to game actions. An evaluation with 6 users found that the LeapPlay application was able to improve skills through the specially designed therapy games controlled by natural gestures.
This document discusses serious games and the challenges of combining game design and didactic design. Serious games aim to educate rather than solely entertain. The challenge is developing an engaging game that also ensures the intended learning occurs. This requires multidisciplinary collaboration between game designers, subject matter experts, and instructional designers. Developing a shared language and frequent meetings are important. Serious games have potential applications for treating PTSD in soldiers by exposing them to trauma through games. Assessing learning in games requires new approaches compared to traditional methods.
1. The document describes a health treasure hunt activity for 1st year high school students (ages 15-16) in Spain.
2. The activity used gamification and different games/puzzles about health topics like diseases, treatments, and healthy habits.
3. The objective was for students to learn about common diseases and healthy lifestyles in a cooperative way through activities like crosswords, quick games, and online searches.
Clinical Trials Re-spec. The role of games and game concepts in the future of...Karel Van Isacker
Clinical Trials Re-spec. The role of games and game concepts in the future of clinical trials (Bill Byrom)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Similar to Alien Health: An Embodied Exer-game with Nutrition (20)
Bionic is a game designed to provide engaging training for patients using neuromuscular prosthetics. It uses music-based games that provide challenge and feedback to improve patients' control of their prosthesis while maintaining higher engagement compared to standard EMG training. Clinical studies have found Bionic leads to clinically validated improvements in prosthesis control when used as an addition to traditional clinical training methods.
The document discusses games for healthy ageing and provides an example. It announces a track on silver games at the Games for Health Europe Conference 2018. An example given is the EU FrailSafe i-PROGNOSIS project which uses games for healthy ageing.
This document discusses the development of an app called SPIRIT to help treat obsessive compulsive disorder (OCD). Exposure and response prevention (ERP) therapy is the most effective OCD treatment but has problems with high dropout rates and infrequent engagement with therapeutic exercises. SPIRIT uses gamification elements like narrative, goals, and fast feedback to empower OCD patients to regularly complete exposure exercises. The developers plan to test SPIRIT in a clinical trial with 200 OCD patients to evaluate outcomes compared to treatment without the app.
When Therapists and Researchers Collaborate to Innovate and Offer a Future to...Games for Health Europe
S'TIM is a serious game developed through collaboration between medical specialists, rehabilitation therapists, and multimedia developers to rehabilitate patients with dysexecutive syndrome resulting from frontal lobe damage. The game runs on a touchscreen table and focuses on exercises for attention, inhibition, strategy, planning, and other executive functions. Initial results found the game improved patients' self-confidence, metacognition, and ability to transfer skills to daily life. Therapists also saw new collaborative dynamics develop between themselves and their patients.
This document discusses managing hypersensitivity after an acquired brain injury and developing games to help with overstimulation. It notes that over 50% of people with an ABI experience sensory hypersensitivity. A training program is described that aims to teach people skills to deal with overstimulation in daily life. The document also covers using games based on neuropsychological principles to target cognitive rehabilitation through gameplay on smartphones. It requests expanding an existing game called The Botanist to include new games stimulating other brain areas and discusses debates around the possibility of cognitive enhancement through brain training.
Dr. Roland Goetgeluk will present on LifeCyclR 1.0, a game-based rehabilitation system that motivates both healthy and unhealthy individuals to do 30 minutes of daily exercise via rehab and training on a bike. It aims to boost therapy compliance and reduce costs for conditions like cerebral palsy. Specialists input rehab programs that are translated into game landscapes by software. The system was positively tested attracting various patient groups and is now undergoing clinical trials to evaluate its effectiveness for rehab conditions like cerebral palsy and for elderly populations.
This document discusses using motion-controlled video games for rehabilitation of children with cerebral palsy and other movement disorders. It notes the struggles of traditional outpatient therapy and introduces reFit Gamo as a digital therapy system that uses games to motivate patients, provide instant biofeedback on exercises, and allow continuous evaluation of progress by patients, therapists, and parents. Examples of games are provided that target hand, full body, and cardiac rehabilitation through repetitive motions, coordination, and cognitive challenges.
Wii Fit balance training was compared to conventional balance therapy in outpatients with subacute stroke. Patients were randomly assigned to 30 minutes of either Wii Fit balance games under supervision twice a week for 8 weeks, or conventional balance exercises, both with additional home practice. The Berg Balance Scale and Dynamic Gait Index assessed balance and fall risk at baseline and post-intervention. Secondary measures included walking speed, fatigue, and independence in daily activities. The study hypothesized that Wii Fit balance training would be more effective for improving balance after stroke compared to conventional therapy in an outpatient setting.
Noreena Liu presented on using an "advergame" strategy to raise awareness and support for dementia carers. The advergame would use social media platforms to get people's attention and influence communities to help address problems carers face like a lack of communication, knowledge about dementia, and available services. It would be interactive advertising that delivers information while allowing users to provide feedback. Existing games for dementia and its carers can be used for social support, education to enhance knowledge about dementia, and health by helping carers better manage their situation.
Gwen Dziwenko developed the Glenrose Grocery Game at the Glenrose Rehabilitation Hospital in Edmonton, Alberta. The game is used by occupational therapists to engage clients with cognitive impairments in tasks related to grocery shopping and meal preparation. It assesses skills like attention, problem solving, memory, and budgeting. Players choose a character and celebrity to shop for, then must accurately collect all ingredients for a recipe within budget and time limits. The game tracks progress and provides an appropriate challenge level. Future plans include releasing the game as an iOS and Android app to distribute to other hospitals.
The document discusses a presentation called "ParkinsonGaming" given at the Games for Health Europe Conference 2018 by Peter David Faasse and Lianne de Haan from Radboud University. It describes using gaming to help the 55,000 people in the Netherlands with Parkinson's disease work on motor skills and exercise, which can slow progression of the disease. Previous studies found Parkinson's patients enjoyed using the Kinect for retraining movements at home. The presenters want to develop a simple home game using criteria like few colors and short rounds to help patients achieve exercise goals and motivate continued physical activity. They are looking for investors to help create the game.
Detlef La Grand discusses how virtual reality can make healthcare training more engaging and effective by allowing trainees to learn through experience in virtual environments. VR provides opportunities for storytelling, hands-on learning, and practicing skills anywhere by simulating real-world healthcare scenarios. It can also help foster empathy by allowing people to experience healthcare from others' perspectives through immersive VR tours and simulations.
This document discusses stress and mindsets. It summarizes research showing that an optimistic mindset is associated with better health outcomes and longer life. Additionally, those who view stress as enhancing rather than harmful are more likely to respond adaptively to stress. The document then outlines a pilot study showing that the VR game Stressjam was effective in changing players' mindsets to view stress positively, was highly engaging to play, and helped a broad range of people.
This document discusses trends in rehabilitation and the role of technology. It notes an increasing prevalence of chronic disorders and rising healthcare costs. Rehabilitation aims to help people adapt and self-manage their conditions. Technology such as robotics, virtual reality, and assistive devices can help regain function and autonomy. The ability to adapt is key for both patients and rehabilitation technology. Technology should be affordable and support self-reliance and participation.
This document discusses appropriate innovation and gamification in healthcare. It notes several urgent issues driving change, such as aging populations, increasing care demands, and rising costs. Gamification could help address workforce shortages and access issues if applied properly. Key criteria for determining what innovations are appropriate include whether they target individual health needs effectively and efficiently without overtreatment. Gamification must improve quality from a patient-centered perspective and be evidence-based, affordable, and sustainable to qualify for basic insurance coverage under the Dutch system. Overall, healthcare innovations require understanding problems, analyzing demands and processes, measuring impacts, and developing solutions centered on quality improvement.
Rabobank wants to invest in communities to address healthcare challenges. Healthcare expenses in the Netherlands are projected to double by 2040 due to issues like an aging population and rising obesity rates. There is a need for cooperation between healthcare providers, investors, and entrepreneurs to develop innovative solutions that help people live healthier lives and reduce costs. One example is a initiative called "Sarah" that brought these groups together to support the needs of an individual.
Sectional dentures for microstomia patients.pptxSatvikaPrasad
Microstomia, characterized by an abnormally small oral aperture, presents significant challenges in prosthodontic treatment, including limited access for examination, difficulties in impression making, and challenges with prosthesis insertion and removal. To manage these issues, customized impression techniques using sectional trays and elastomeric materials are employed. Prostheses may be designed in segments or with flexible materials to facilitate handling. Minimally invasive procedures and the use of digital technologies can enhance patient comfort. Education and training for patients on prosthesis care and maintenance are crucial for compliance. Regular follow-up and a multidisciplinary approach, involving collaboration with other specialists, ensure comprehensive care and improved quality of life for microstomia patients.
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Discover the groundbreaking advancements in stem cell therapy by R3 Stem Cell, offering new hope for women with ovarian failure. This innovative treatment aims to restore ovarian function, improve fertility, and enhance overall well-being, revolutionizing reproductive health for women worldwide.
Health Tech Market Intelligence Prelim Questions -Gokul Rangarajan
The Ultimate Guide to Setting up Market Research in Health Tech part -1
How to effectively start market research in the health tech industry by defining objectives, crafting problem statements, selecting methods, identifying data collection sources, and setting clear timelines. This guide covers all the preliminary steps needed to lay a strong foundation for your research.
This lays foundation of scoping research project what are the
Before embarking on a research project, especially one aimed at scoping and defining parameters like the one described for health tech IT, several crucial considerations should be addressed. Here’s a comprehensive guide covering key aspects to ensure a well-structured and successful research initiative:
1. Define Research Objectives and Scope
Clear Objectives: Define specific goals such as understanding market needs, identifying new opportunities, assessing risks, or refining pricing strategies.
Scope Definition: Clearly outline the boundaries of the research in terms of geographical focus, target demographics (e.g., age, socio-economic status), and industry sectors (e.g., healthcare IT).
3. Review Existing Literature and Resources
Literature Review: Conduct a thorough review of existing research, market reports, and relevant literature to build foundational knowledge.
Gap Analysis: Identify gaps in existing knowledge or areas where further exploration is needed.
4. Select Research Methodology and Tools
Methodological Approach: Choose appropriate research methods such as surveys, interviews, focus groups, or data analytics.
Tools and Resources: Select tools like Google Forms for surveys, analytics platforms (e.g., SimilarWeb, Statista), and expert consultations.
5. Ethical Considerations and Compliance
Ethical Approval: Ensure compliance with ethical guidelines for research involving human subjects.
Data Privacy: Implement measures to protect participant confidentiality and adhere to data protection regulations (e.g., GDPR, HIPAA).
6. Budget and Resource Allocation
Resource Planning: Allocate resources including time, budget, and personnel required for each phase of the research.
Contingency Planning: Anticipate and plan for unforeseen challenges or adjustments to the research plan.
7. Develop Research Instruments
Survey Design: Create well-structured surveys using tools like Google Forms to gather quantitative data.
Interview and Focus Group Guides: Prepare detailed scripts and discussion points for qualitative data collection.
8. Sampling Strategy
Sampling Design: Define the sampling frame, size, and method (e.g., random sampling, stratified sampling) to ensure representation of target demographics.
Participant Recruitment: Plan recruitment strategies to reach and engage the intended participant groups effectively.
9. Data Collection and Analysis Plan
Data Collection: Implement methods for data gathering, ensuring consistency and validity.
Analysis Techniques: Decide on analytical approaches (e.g., statistical
Test bank clinical nursing skills a concept based approach 4e pearson educati...rightmanforbloodline
Test bank clinical nursing skills a concept based approach 4e pearson education
Test bank clinical nursing skills a concept based approach 4e pearson education
Test bank clinical nursing skills a concept based approach 4e pearson education
India Medical Devices Market: Size, Share, and In-Depth Competitive Analysis ...Kumar Satyam
According to TechSci Research report, “India Medical Devices Market Industry Size, Share, Trends, Competition, Opportunity and Forecast, 2019-2029,” the India Medical Devices Market was valued at USD 15.35 billion in 2023 and is anticipated to witness impressive growth in the forecast period, with a Compound Annual Growth Rate (CAGR) of 5.35% through 2029. This growth is driven by various factors, including strategic collaborations and partnerships among leading companies, a growing population, and the increasing demand for advanced healthcare solutions.
Recent Trends
Strategic Collaborations and Partnerships
One of the most significant trends driving the India Medical Devices Market is the increasing number of collaborations and partnerships among leading companies. These alliances aim to merge the expertise of individual companies to strengthen their market position and enhance their product offerings. For instance, partnerships between local manufacturers and international companies bring advanced technologies and manufacturing techniques to the Indian market, fostering innovation and improving product quality.
Browse over XX market data Figures and spread through XX Pages and an in-depth TOC on " India Medical Devices Market.” - https://www.techsciresearch.com/report/india-medical-devices-market/8161.html
India Home Healthcare Market: Driving Forces and Disruptive Trends [2029]Kumar Satyam
According to the TechSci Research report titled "India Home Healthcare Market - By Region, Competition, Forecast and Opportunities, 2029," the India home healthcare market is anticipated to grow at an impressive rate during the forecast period. This growth can be attributed to several factors, including the rising demand for managing health issues such as chronic diseases, post-operative care, elderly care, palliative care, and mental health. The growing preference for personalized healthcare among people is also a significant driver. Additionally, rapid advancements in science and technology, increasing healthcare costs, changes in food laws affecting label and product claims, a burgeoning aging population, and a rising interest in attaining wellness through diet are expected to escalate the growth of the India home healthcare market in the coming years.
Browse over XX market data Figures spread through 70 Pages and an in-depth TOC on "India Home Healthcare Market”
https://www.techsciresearch.com/report/india-home-healthcare-market/15508.html
VEDANTA AIR AMBULANCE SERVICES IN REWA AT A COST-EFFECTIVE PRICE.pdfVedanta A
Air Ambulance Services In Rewa works in close coordination with ground-based emergency services, including local Emergency Medical Services, fire departments, and law enforcement agencies.
More@: https://tinyurl.com/2shrryhx
More@: https://tinyurl.com/5n8h3wp8
The Importance of Black Women Understanding the Chemicals in Their Personal C...bkling
Certain chemicals, such as phthalates and parabens, can disrupt the body's hormones and have significant effects on health. According to data, hormone-related health issues such as uterine fibroids, infertility, early puberty and more aggressive forms of breast and endometrial cancers disproportionately affect Black women. Our guest speaker, Jasmine A. McDonald, PhD, an Assistant Professor in the Department of Epidemiology at Columbia University in New York City, discusses the scientific reasons why Black women should pay attention to specific chemicals in their personal care products, like hair care, and ways to minimize their exposure.
This particular slides consist of- what is hypotension,what are it's causes and it's effect on body, risk factors, symptoms,complications, diagnosis and role of physiotherapy in it.
This slide is very helpful for physiotherapy students and also for other medical and healthcare students.
Here is the summary of hypotension:
Hypotension, or low blood pressure, is when the pressure of blood circulating in the body is lower than normal or expected. It's only a problem if it negatively impacts the body and causes symptoms. Normal blood pressure is usually between 90/60 mmHg and 120/80 mmHg, but pressures below 90/60 are generally considered hypotensive.
2024 Media Preferences of Older Adults: Consumer Survey and Marketing Implica...Media Logic
When it comes to creating marketing strategies that target older adults, it is crucial to have insight into their media habits and preferences. Understanding how older adults consume and use media is key to creating acquisition and retention strategies. We recently conducted our seventh annual survey to gain insight into the media preferences of older adults in 2024. Here are the survey responses and marketing implications that stood out to us.
The facial nerve, also known as cranial nerve VII, is one of the 12 cranial nerves originating from the brain. It's a mixed nerve, meaning it contains both sensory and motor fibres, and it plays a crucial role in controlling various facial muscles, as well as conveying sensory information from the taste buds on the anterior two-thirds of the tongue.
This particular slides consist of- what is Pneumothorax,what are it's causes and it's effect on body, risk factors, symptoms,complications, diagnosis and role of physiotherapy in it.
This slide is very helpful for physiotherapy students and also for other medical and healthcare students.
Here is a summary of Pneumothorax:
Pneumothorax, also known as a collapsed lung, is a condition that occurs when air leaks into the space between the lung and chest wall. This air buildup puts pressure on the lung, preventing it from expanding fully when you breathe. A pneumothorax can cause a complete or partial collapse of the lung.
The Ultimate Guide in Setting Up Market Research System in Health-TechGokul Rangarajan
How to effectively start market research in the health tech industry by defining objectives, crafting problem statements, selecting methods, identifying data collection sources, and setting clear timelines. This guide covers all the preliminary steps needed to lay a strong foundation for your research.
"Market Research it too text-booky, I am in the market for a decade, I am living research book" this is what the founder I met on the event claimed, few of my colleagues rolled their eyes. Its true that one cannot over look the real life experience, but one cannot out beat structured gold mine of market research.
Many 0 to 1 startup founders often overlook market research, but this critical step can make or break a venture, especially in health tech.
But Why do they skip it?
Limited resources—time, money, and manpower—are common culprits.
"In fact, a survey by CB Insights found that 42% of startups fail due to no market need, which is like building a spaceship to Mars only to realise you forgot the fuel."
Sudharsan Srinivasan
Operational Partner Pitchworks VC Studio
Overconfidence in their product’s success leads founders to assume it will naturally find its market, especially in health tech where patient needs, entire system issues and regulatory requirements are as complex as trying to perform brain surgery with a butter knife. Additionally, the pressure to launch quickly and the belief in their own intuition further contribute to this oversight. Yet, thorough market research in health tech could be the key to transforming a startup's vision into a life-saving reality, instead of a medical mishap waiting to happen.
Example of Market Research working
Innovaccer, founded by Abhinav Shashank in 2014, focuses on improving healthcare delivery through data-driven insights and interoperability solutions. Before launching their platform, Innovaccer conducted extensive market research to understand the challenges faced by healthcare organizations and the potential for innovation in healthcare IT.
Identifying Pain Points: Innovaccer surveyed healthcare providers to understand their difficulties with data integration, care coordination, and patient engagement. They found widespread frustration with siloed systems and inefficient workflows.
Competitive Analysis: Analyzed competitors offering similar solutions in healthcare analytics and interoperability. Identified gaps in comprehensive data aggregation, real-time analytics, and actionable insights.
Regulatory Compliance: Ensured their platform complied with HIPAA and other healthcare data privacy regulations. This compliance was crucial to gaining trust from healthcare providers wary of data security issues.
Customer Validation: Conducted pilot programs with several healthcare organizations to validate the platform's effectiveness in improving care outcomes and operational efficiency. Gathered feedback to refine features and user interface.
Alien Health: An Embodied Exer-game with Nutrition
1. Genesis of an Active Nutrition Game:
Alien Health
Mina C. Johnson
Radboud Universiteit and
minaj@embodied-games.com
2. Why?
• Obesity epidemic is still ongoing
• Creating videogames to change behavior seems a
timely way to meet children where they are
(enough with the pamphlets...)
• In addition, when a game is co-designed for
parents to play with - there is a chance for real
change
• Alien Health is in demo area
3. First iteration
Mixed Reality
12 IR motion capture cameras
Using handheld trackables to
move virtual objects
SMALLab
Situated Multimedia
Arts Learning Lab
6. How does using the whole body
(gesture) affect learning and retention?
Multiple studies have shown effects of better
learning in
• Math
• Geology
• Physics
7. SMALLab Centripetal Force Study
(under review)
Significant interaction between
embodiment and time, generative test items
F (1, 62) = 4.83, p = .03
22.00
23.00
24.00
25.00
26.00
27.00
28.00
posttest followup
Scoreonoffline,generativesection
Interaction between time and embodiment
low embodied
high embodied
7
8. How to instruct in nutrition in an
engaging manner using the whole body?
10. Johnson-Glenberg, & Hekler
(2013). Alien Health game:
An embodied, exergame to
instruct in nutrition and
MyPlate. Games for Health
Journal.
66
68
70
72
74
76
78
80
Nutrition Pretest Nutrition Posttest
Alien Health: Mixed Reality Pilot
Study with one class of 9 year-olds, one exposure to
game
DV = paper/pencil nutrition knowledge test
Significant gain paired t-test, t(18) = 4.13, p <.001.
11. Next Iteration
• Needed to move to more cost effective platform
• Really focus on message –
What is the nutrient profile in common
foods? Make that info “pop”
• Give practice so food decisions become more
automatized
13. Alien Health with Kinect
Beta 1
Experimental Condition –
Foundling Alien narrative
and exercise
Control Condition - same
forced choice content,
performative aspects
15. For exercise condition, quality and
duration of short exercises assessed
via Kinect
Experimental: Physically
performed exercises to
help alien metabolize food
Control: Game-like tap
moving dots and observe
stick figure exercise
16. Again, we see group-wise retention effects
with delay
64
66
68
70
72
74
76
78
80
NutritiontestScores
Alien Health Game with Kinect
Control Exercise/Narrative
Experimental ES = 1.14
Control ES = .83
Post to followup
interaction
F(19)= 3.96, p < .058
Pretest Posttest 2 Week Followup
Johnson-Glenberg, Henry, & Savio-Ramos, 2014. Games for Health Journal. Open Access.
17. In education, we are in the business of retention
More knowledge retained at followup in condition
with embodiment and more exercise
Being active during learning helps maintain
knowledge in several content domains
Similar results seen in skill acquisition and memory
consolidation literature (Stickgold & Walker, 2007)
20. Increasing knowledge is well and fine
But what about behavioural change?
Next iteration = Kinect V2 in classrooms, Feb 2016
Translate to nederlands and adding typical foods like:
krentenbol vs. volkoren broodje
More DV’s like real food choice - snack task
Four classes of 6th graders, class randomly assigned to
Control = BAU
Alien Health = Kinect V2
22. With RealSense able to pilot the
“runner” spaceship by leaning
Note: Your ship must have enough fuel aka proper nutrition!
23. Intergenerational gameplay, etc.
• Always thinking about designing socially and
getting players to discourse – we need to get the
food purchasers in on the gameplay
• How to make attractive to parents, homework
• Enter own food items
• Get in grocery stores so kids can play while the
parents shop...
24. Look forward to reporting back on
progress next year.
Thank You!
Questions
Minaj@embodied-games.com
Or Ken Koontz on the demo floor
Kenk@embodied-games.com
25. Publications on Alien Health
• Johnson-Glenberg, M.C., Savio-Ramos, C., & Henry, H.
(2014). “Alien Health”: A Nutrition Instruction Exergame
using the Kinect Sensor. Games for Health Journal. Open
Access
http://online.liebertpub.com/doi/pdfplus/10.1089/g4h.201
3.0094
• Johnson-Glenberg. M. C., & Hekler, E. (2013). Alien health
game: An embodied, exergame to instruct in nutrition and
MyPlate . Games for Health Journal: Research,
Development, and Clinical Applications, 2, 6, 354-361.
Open access -
http://online.liebertpub.com/doi/full/10.1089/g4h.201
3.0057. doi: 10.1089/g4h.2013.0057.