A Short Presentation about the opportunity and current landscape for games about walking given at Out & About III: Mobile Serious Games, a Games for Health Pre-Conference held on June 12, 2012.
The document discusses how video games have evolved to incorporate physical movement. It summarizes the evolution from early Nintendo games using traditional controllers to modern games for the Nintendo Wii that use motion sensors to detect body movement as input. It also discusses research showing that action video game players have better hand-eye coordination and visual skills than non-players.
CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a PurposeCUbRIK Project
2013, 08 July
Part 2 of the tutorial illustrated at ICWE 2013, by Luca Galli (Politecnico di Milano)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
Eco Home is a social strategy simulation game where the goal is to create the most efficient home, with the less ecological footprint keeping the inhabitants satisfied. To achieve this the player has to balance the energy consumption and waste generation with the overall happiness of the inhabitants.
Title of Design
Memoir Monopoly
One sentence summary
A highly flexible reminiscing rehabilitation game platform for the elderly living with dementia to engage in interactive activities, including structured reminiscing, cognitive training, reality orientation, sensory stimulation, and social events.
The problem we are addressing
Tools for the rehabilitation of the elderly living with dementia are needed in Taiwan because those imported from overseas or initially designed for children are inappropriate for elderly users. Most paper-made rehabilitation tools have drawbacks such as inflexible designs or a limited ability to stimulate the user. Caregivers need more customized, interactive tools that meet the needs of the elderly and better reflect their personal experiences, because individual information is not easily included.
Description of solution
We designed a highly flexible reminiscing and touchable rehabilitation game on an all-in-one computer with user avatars on the screen for physical indications and game interaction. The platform is used to collect individual personal photos and preferences from home and upload them to the cloud. The individual contents were pulled together by the a hosting occupational therapist to create a unique monopoly map for the participants with an appropriate level of difficulty to suit their personal experiences, increase interest, and encourage recall of the past. Various cognitive stimuli, including watching movie clips, listening to favorite songs, and touching interactive games help participants experience a sense of accomplishment and satisfaction during the rehabilitation process. A record of the game process is sent to the cloud for analysis of relevant items for the materials that have been used during play. The results provide caregivers with recommended sources for future use in reminiscence activities with different groups.
Team members
Hsien-Hui Tang (Project Manager)
Szu-Yang Cho (UX researcher/ Interaction Designer)
Ya-Fang Cheng (UX researcher/ Interaction Designer)
Hung-Chi Lee (Software Engineer)
Hung-Hsuin Ko (Occupational Therapist)
The document promotes a school gaming website and discusses the history of gaming and its effects on children. It provides links to gaming websites, quotes about gaming, charts on popular gaming systems and a survey on gaming habits. The document argues that video games are not inherently bad for children and parents should monitor ratings to find age-appropriate games.
The document discusses how video games have evolved to incorporate physical movement. It summarizes the evolution from early Nintendo games using traditional controllers to modern games for the Nintendo Wii that use motion sensors to detect body movement as input. It also discusses research showing that action video game players have better hand-eye coordination and visual skills than non-players.
CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a PurposeCUbRIK Project
2013, 08 July
Part 2 of the tutorial illustrated at ICWE 2013, by Luca Galli (Politecnico di Milano)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
Eco Home is a social strategy simulation game where the goal is to create the most efficient home, with the less ecological footprint keeping the inhabitants satisfied. To achieve this the player has to balance the energy consumption and waste generation with the overall happiness of the inhabitants.
Title of Design
Memoir Monopoly
One sentence summary
A highly flexible reminiscing rehabilitation game platform for the elderly living with dementia to engage in interactive activities, including structured reminiscing, cognitive training, reality orientation, sensory stimulation, and social events.
The problem we are addressing
Tools for the rehabilitation of the elderly living with dementia are needed in Taiwan because those imported from overseas or initially designed for children are inappropriate for elderly users. Most paper-made rehabilitation tools have drawbacks such as inflexible designs or a limited ability to stimulate the user. Caregivers need more customized, interactive tools that meet the needs of the elderly and better reflect their personal experiences, because individual information is not easily included.
Description of solution
We designed a highly flexible reminiscing and touchable rehabilitation game on an all-in-one computer with user avatars on the screen for physical indications and game interaction. The platform is used to collect individual personal photos and preferences from home and upload them to the cloud. The individual contents were pulled together by the a hosting occupational therapist to create a unique monopoly map for the participants with an appropriate level of difficulty to suit their personal experiences, increase interest, and encourage recall of the past. Various cognitive stimuli, including watching movie clips, listening to favorite songs, and touching interactive games help participants experience a sense of accomplishment and satisfaction during the rehabilitation process. A record of the game process is sent to the cloud for analysis of relevant items for the materials that have been used during play. The results provide caregivers with recommended sources for future use in reminiscence activities with different groups.
Team members
Hsien-Hui Tang (Project Manager)
Szu-Yang Cho (UX researcher/ Interaction Designer)
Ya-Fang Cheng (UX researcher/ Interaction Designer)
Hung-Chi Lee (Software Engineer)
Hung-Hsuin Ko (Occupational Therapist)
The document promotes a school gaming website and discusses the history of gaming and its effects on children. It provides links to gaming websites, quotes about gaming, charts on popular gaming systems and a survey on gaming habits. The document argues that video games are not inherently bad for children and parents should monitor ratings to find age-appropriate games.
How Long do Children Play Wii Active Video
Games: An Experiment
Presented at 2011 Games for Health Conference by Tom Baranowski, PhD Professor of Pediatrics (Behavioral Nutrition & PA) USDA/ARS Children’s Nutrition Research Center Baylor College of Medicine Houston, Texas, 77030, USA
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Debra Lieberman presented on trends and innovative studies in health games research. She highlighted several standout randomized controlled trials that tested health games for conditions like cognitive decline, obesity, HIV prevention, and pain management. She also discussed the use of virtual worlds, avatars, motion sensors, and self-tracking games to promote behavior change and improve health outcomes. Federal agencies are increasingly supporting health game research and development through funding opportunities.
The Power of Play: Future Directions, 1-12-11Debra Lieberman
Presentation about future directions in the design and technology of active games, at The Power of Play: Innovations in Getting Active, a research summit sponsored by the American Heart Association and Nintendo of America.
The document discusses theories that can inform the design of effective health games. It outlines several theories from communication, health promotion, and social sciences like social cognitive theory, social norms theory, and the health belief model. Examples are given of games that have used concepts from these theories, like using virtual reality to overcome phobias or games promoting healthy behaviors. The document concludes by posing several questions for future research on how to optimize skill transfer from health games and designing interactions to boost their health impact.
Presenter: Fares Kayali, Senior Researcher Vienna University of Technology. University of Applied Arts Vienna, AT
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Games for Health: Past, Present, and Future?Alan Au
This 5 minute talk is not meant to be a comprehensive review. Instead, it is an exploration of how technological trends influence the way we combine play with health-related content.
This document summarizes Games for Health projects and initiatives in Japan, including game prescription projects, rehabilitainment games, and projects from SG Lab and Nintendo. It describes the success of brain training games on the Nintendo DS like Brain Age, and provides sales data showing over 17 million copies sold worldwide. Other learning/non-game titles on DS are discussed, including language learning, diet/medical support, and fitness games. Lessons from the Japanese market emphasize the challenges of commercial success and potential liability issues in serious games.
Current Research on Games for Managing Chronic Conditions, Lieberman, 6-13-12Debra Lieberman
This document summarizes a presentation on current research into games for managing chronic conditions. It identifies several chronic conditions for which games have been developed, including diabetes, asthma, HIV/AIDS, and various others. It then analyzes patterns in game designs, grouping games into genres like knowledge games, self-management skill games, and simulation games. It discusses common game elements like characters, settings, and intended outcomes. Examples of existing games are provided, such as The Diabetic Dog for diabetes and Bronkie the Bronchiasaurus for asthma. Research on games like Re-Mission is also mentioned. The presentation aims to identify innovations and new ideas in designing games for chronic disease self-management.
This set of slides was presented at the Games for Health Conference in Baltimore MD, 2008. Food Fury is a game to teach kids about nutrition. http://www.playnormous.com/game_foodfury.cfm
The opening slides for Games for Health Conference 2014 covering where things are and where they might head for both the field, and The Games for Health Project alike.
Wobbling is a normal part of life that comes from three sources: external forces from the outside world, the internal workings of our living bodies, and our minds and instincts. The key is learning to understand these sources of wobbling, knowing your own center of gravity, and accepting wobbling as a natural part of life.
Games for Health 2013 - Quantified Self: Games & GamificationAlan Au
This document discusses how games and gamification can support the Quantified Self movement. The Quantified Self involves self-tracking one's personal data in order to gain self-knowledge and enable experimentation. While self-tracking is not new, the Quantified Self community shares data and learns from self-experiments. Games are engaging due to interesting choices and quantifiable outcomes. Both games and Quantified Self utilize personal data, so games could potentially support the Quantified Self by facilitating personalized experiments, promoting community, and influencing lifestyle and behavior changes. This may lead to meaningful health outcomes if the games drive engagement that generates useful self-tracking data and informs healthy knowledge and actions.
Growth in organizations is hard. Individuals, teams, and organizations can increase transparency and finish fast by thinking in fractals and building strong agreements.
Narrative and Nurturing study, Lieberman, Games for Health 5-9-08Debra Lieberman
Presents posttest-only preliminary findings from an experiment comparing three versions of a health game with high versus low amounts of dramatic narrative. It contrasts high narrative versions of the game with a low narrative version that puts more focus on game-play challenges instead of story line.
TEDx talk, Can games improve health? 10-10-10Debra Lieberman
Digital games can improve health in several ways if designed well. Games provide interactive, immersive, challenging experiences that boost knowledge and skills through feedback. They are also social, therapeutic, and can influence self-concepts and confidence. Research shows digital games can improve healthy behaviors related to eating, activity, weight loss, disease management, and more. Studies find games effective for cancer prevention, addiction recovery, cognitive skills, and various types of therapy.
This presentation from the 7th Annual Games for Health Conference details some evolved thinking of possible ways to target the space for advancement with a series of specific games on large-scale health topics.
Games for Health 2010 - Game Related Illnesses and InjuriesAlan Au
The document discusses various game related illnesses and injuries that can occur from playing video games. It covers physical injuries like repetitive stress injuries as well as physiological reactions like motion sickness. It also examines safety issues outlined in console manuals and summarizes recent research on topics like burns, electromagnetic interference, repetitive stress injuries, and eye strain that is presented in medical literature.
Barcamp Derry (Side A) - A Brief History of Video GamesJames Burke
Part 1 of a presentation I put together for the informal "unconference" Barcamp Derry. Unfortunately I've had to change the fonts so its not quite as good looking as it was when I presented it. I've included some videos as hyperlinks and some as Youtube inserts.
Games for Health 2011 - Mobile Serious Games RoundupAlan Au
The document summarizes a presentation on mobile serious games. It discusses various examples of serious games on mobile platforms that address topics like health, education, smoking cessation, and fitness. It notes the wide variety of games and challenges in categorizing them, as some games have serious purposes but don't feel like traditional games, while others are primarily for entertainment but still convey serious messages.
Games for Health 2009 - Game Related Illness and InjuriesAlan Au
This document summarizes research on potential health issues related to video game playing. It discusses injuries that can result from overuse such as repetitive stress injuries and discusses conditions like motion sickness that some players experience. It also reviews debates around the potential for video game addiction and considers physiological impacts of gaming like increased stress levels. The document examines available literature on these topics and calls for more research as video games continue gaining popularity and functionality that can mimic physical activity.
Games for health 2012: My Sensor Said So: What Personal Biometric Sensors Can...James Burns
This talk describes how personal health sensors can be added to games in order to engage and sustain motivation of users. A developer tool called CommonSenses by Elbrys Networks is described in the last few slides to enable applications to use any sensor and not tie themselves to only one.
Gaming Against Dating Violence: A Grassroots Approach from Jennifer Ann's GroupJennifer Ann's Group
Presentation from Games for Health 2012 about the "Life.Love. Game Design Challenge" which awards prizes to developers for creating video games about dating violence as it affects teens, tweens, and college aged students. The annual contest is run by Jennifer Ann's Group, an Atlanta-based NGO.
How Long do Children Play Wii Active Video
Games: An Experiment
Presented at 2011 Games for Health Conference by Tom Baranowski, PhD Professor of Pediatrics (Behavioral Nutrition & PA) USDA/ARS Children’s Nutrition Research Center Baylor College of Medicine Houston, Texas, 77030, USA
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Debra Lieberman presented on trends and innovative studies in health games research. She highlighted several standout randomized controlled trials that tested health games for conditions like cognitive decline, obesity, HIV prevention, and pain management. She also discussed the use of virtual worlds, avatars, motion sensors, and self-tracking games to promote behavior change and improve health outcomes. Federal agencies are increasingly supporting health game research and development through funding opportunities.
The Power of Play: Future Directions, 1-12-11Debra Lieberman
Presentation about future directions in the design and technology of active games, at The Power of Play: Innovations in Getting Active, a research summit sponsored by the American Heart Association and Nintendo of America.
The document discusses theories that can inform the design of effective health games. It outlines several theories from communication, health promotion, and social sciences like social cognitive theory, social norms theory, and the health belief model. Examples are given of games that have used concepts from these theories, like using virtual reality to overcome phobias or games promoting healthy behaviors. The document concludes by posing several questions for future research on how to optimize skill transfer from health games and designing interactions to boost their health impact.
Presenter: Fares Kayali, Senior Researcher Vienna University of Technology. University of Applied Arts Vienna, AT
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Games for Health: Past, Present, and Future?Alan Au
This 5 minute talk is not meant to be a comprehensive review. Instead, it is an exploration of how technological trends influence the way we combine play with health-related content.
This document summarizes Games for Health projects and initiatives in Japan, including game prescription projects, rehabilitainment games, and projects from SG Lab and Nintendo. It describes the success of brain training games on the Nintendo DS like Brain Age, and provides sales data showing over 17 million copies sold worldwide. Other learning/non-game titles on DS are discussed, including language learning, diet/medical support, and fitness games. Lessons from the Japanese market emphasize the challenges of commercial success and potential liability issues in serious games.
Current Research on Games for Managing Chronic Conditions, Lieberman, 6-13-12Debra Lieberman
This document summarizes a presentation on current research into games for managing chronic conditions. It identifies several chronic conditions for which games have been developed, including diabetes, asthma, HIV/AIDS, and various others. It then analyzes patterns in game designs, grouping games into genres like knowledge games, self-management skill games, and simulation games. It discusses common game elements like characters, settings, and intended outcomes. Examples of existing games are provided, such as The Diabetic Dog for diabetes and Bronkie the Bronchiasaurus for asthma. Research on games like Re-Mission is also mentioned. The presentation aims to identify innovations and new ideas in designing games for chronic disease self-management.
This set of slides was presented at the Games for Health Conference in Baltimore MD, 2008. Food Fury is a game to teach kids about nutrition. http://www.playnormous.com/game_foodfury.cfm
The opening slides for Games for Health Conference 2014 covering where things are and where they might head for both the field, and The Games for Health Project alike.
Wobbling is a normal part of life that comes from three sources: external forces from the outside world, the internal workings of our living bodies, and our minds and instincts. The key is learning to understand these sources of wobbling, knowing your own center of gravity, and accepting wobbling as a natural part of life.
Games for Health 2013 - Quantified Self: Games & GamificationAlan Au
This document discusses how games and gamification can support the Quantified Self movement. The Quantified Self involves self-tracking one's personal data in order to gain self-knowledge and enable experimentation. While self-tracking is not new, the Quantified Self community shares data and learns from self-experiments. Games are engaging due to interesting choices and quantifiable outcomes. Both games and Quantified Self utilize personal data, so games could potentially support the Quantified Self by facilitating personalized experiments, promoting community, and influencing lifestyle and behavior changes. This may lead to meaningful health outcomes if the games drive engagement that generates useful self-tracking data and informs healthy knowledge and actions.
Growth in organizations is hard. Individuals, teams, and organizations can increase transparency and finish fast by thinking in fractals and building strong agreements.
Narrative and Nurturing study, Lieberman, Games for Health 5-9-08Debra Lieberman
Presents posttest-only preliminary findings from an experiment comparing three versions of a health game with high versus low amounts of dramatic narrative. It contrasts high narrative versions of the game with a low narrative version that puts more focus on game-play challenges instead of story line.
TEDx talk, Can games improve health? 10-10-10Debra Lieberman
Digital games can improve health in several ways if designed well. Games provide interactive, immersive, challenging experiences that boost knowledge and skills through feedback. They are also social, therapeutic, and can influence self-concepts and confidence. Research shows digital games can improve healthy behaviors related to eating, activity, weight loss, disease management, and more. Studies find games effective for cancer prevention, addiction recovery, cognitive skills, and various types of therapy.
This presentation from the 7th Annual Games for Health Conference details some evolved thinking of possible ways to target the space for advancement with a series of specific games on large-scale health topics.
Games for Health 2010 - Game Related Illnesses and InjuriesAlan Au
The document discusses various game related illnesses and injuries that can occur from playing video games. It covers physical injuries like repetitive stress injuries as well as physiological reactions like motion sickness. It also examines safety issues outlined in console manuals and summarizes recent research on topics like burns, electromagnetic interference, repetitive stress injuries, and eye strain that is presented in medical literature.
Barcamp Derry (Side A) - A Brief History of Video GamesJames Burke
Part 1 of a presentation I put together for the informal "unconference" Barcamp Derry. Unfortunately I've had to change the fonts so its not quite as good looking as it was when I presented it. I've included some videos as hyperlinks and some as Youtube inserts.
Games for Health 2011 - Mobile Serious Games RoundupAlan Au
The document summarizes a presentation on mobile serious games. It discusses various examples of serious games on mobile platforms that address topics like health, education, smoking cessation, and fitness. It notes the wide variety of games and challenges in categorizing them, as some games have serious purposes but don't feel like traditional games, while others are primarily for entertainment but still convey serious messages.
Games for Health 2009 - Game Related Illness and InjuriesAlan Au
This document summarizes research on potential health issues related to video game playing. It discusses injuries that can result from overuse such as repetitive stress injuries and discusses conditions like motion sickness that some players experience. It also reviews debates around the potential for video game addiction and considers physiological impacts of gaming like increased stress levels. The document examines available literature on these topics and calls for more research as video games continue gaining popularity and functionality that can mimic physical activity.
Games for health 2012: My Sensor Said So: What Personal Biometric Sensors Can...James Burns
This talk describes how personal health sensors can be added to games in order to engage and sustain motivation of users. A developer tool called CommonSenses by Elbrys Networks is described in the last few slides to enable applications to use any sensor and not tie themselves to only one.
Gaming Against Dating Violence: A Grassroots Approach from Jennifer Ann's GroupJennifer Ann's Group
Presentation from Games for Health 2012 about the "Life.Love. Game Design Challenge" which awards prizes to developers for creating video games about dating violence as it affects teens, tweens, and college aged students. The annual contest is run by Jennifer Ann's Group, an Atlanta-based NGO.
The document summarizes the evaluation of a first-person blast response training game called BLAST. Study participants provided feedback on strengths like its realistic nature and engagement. Weaknesses included usability issues like mouse lag. Recommendations were to add scenarios, improve feedback by identifying specific victims, reduce mouse lag, and add more ambient noise. Unexpected findings showed benefits of group use and as a supplement to lectures. The conclusion was games need integrated delivery and play environment design for effectiveness.
This document describes a study that developed an online gamified program called "Games for Health" to help shy students with social anxiety. The program included 6 avatar trainers and roleplaying scenarios. A pilot study of 61 students in the intervention group found that participation significantly decreased social fears and increased social skills compared to a control group. The program was effective as a self-administered online training, but future versions could make it more game-like to increase engagement.
This document discusses cyber gaming and its effects. It begins with an introduction that defines cyber gaming as online games played over a computer network. It then covers the history of cyber gaming from the 1970s, popular cyber games today, and statistics on gamers. The impacts section notes both positive and negative effects, with the side effects section focusing on increased aggression, poor health, preoccupation, and damaged relationships. The document concludes by emphasizing the need to play in moderation and not let gaming harm important relationships.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
CDC NPIN In the Know: Gaming & Mobile for Public Health Webcast PresentationCDC NPIN
This is the third of six interactive webcasts in the series, In the Know: Social Media for Public Health. Each webcast focuses on a different social media channel and provides basic information, tips, success stories, and discussion on how best to use social media to promote public health and expand outreach initiatives.
This presentation covers ideas and issues related to the use of games and videogame technologies in crowdsourcing projects for productivity, education, citizen science, human computation, and more.
Video games and simulations with statistics, visual examples and research by Colorado Technical University doctoral students on game design hosted by Dr. Cynthia Calongne.
Features highlights from Jane McGonigal's Spring 2014 CTU Keynote Address and research, her ISTE EPIC Leadership game with Peggy Sheehy. Dr. Andrew Stricker's games at Air University, Dr. Fil Arenas and Dr. Tony Cook, the Mars Expedition Strategy Challenge with Mike McCrocklin and Jeanne Holm, and Will Wright's Bar Karma.
This document summarizes a webinar presented by Tom Baranowski on using games for health. It discusses how games can engage players to promote behavior change for chronic illness management and obesity prevention since traditional approaches often have low adherence. Serious games incorporate story, feedback, and rewards to motivate players. Research shows games can produce behavior changes, and several games developed by Baranowski for diet and activity are presented. Future research needs to better understand how to maximize fun in games to improve health behavior change outcomes.
This document summarizes a presentation about video games and their effects on children. It explores both sides of the research on whether video games lead to increased aggression or other impacts. It provides data on how much time kids spend gaming and the most popular genres and titles. It also offers tips for parents on setting limits, choosing age-appropriate games, and getting involved in their child's gaming activities to help them navigate the space safely.
Bill Sabram has been designing games for a long time and specifically games for health for several years. This talk focuses on cumulative lessons learned from one of the field's most experienced designers.
Divided into three parts the talk will cover:
1. The intersection of game design and well-being which will cover the importance of engagement, and small actions that motivate and engage players.
2. Meet Daily Challenge, MeYou Health's well-being improvement product, learn about our clinical trail and hear Bill's design insights. www.dailychallenge.com
3. Learn about the design of Walkadoo, a free walking product that everyone can enjoy. Bill will share what worked and what didn't in building MeYou Health's pedometer program. www.walkadoo.com
The document discusses the history and future of serious games, which are games designed for purposes other than entertainment, such as education and health. It provides examples of existing serious games for health areas like pain management, mental health, and cancer treatment. It also outlines challenges in developing and implementing serious games, such as high costs, ethical issues, and measuring effectiveness. The document concludes that serious games have great potential to engage people and promote learning, especially in healthcare.
The document discusses getting children outdoors more to promote physical and mental well-being. It notes health issues stemming from declining outdoor activity, with childhood obesity doubling and computer use increasing. Many current games simulate outdoors without actual physical activity. The document proposes a design for an interactive ball that uses sensors and lights to motivate exercise outside through games in a way that is unobtrusive, non-immersive, and encourages physical activity and social interaction between children. It outlines prototype, testing, and production plans involving interdisciplinary experts.
The document discusses serious games and their use for learning about social issues. Serious games are defined as games that prompt experiential learning through play in a way that fosters critical thinking and participation. Examples discussed include simulations that allow players to experience different lives, games that address issues like climate change and human rights, and alternate reality games that motivate players to take action in the real world. The document argues that serious games can effectively teach complex systems and motivate learning through identity and challenge-based gameplay.
The document introduces StorySpaces, a platform that aims to democratize storytelling online by allowing anyone to publish their stories. It discusses the large market opportunity in Africa given the growth of mobile devices and internet users. The business model involves freemium subscriptions and marketplace sales. The founders are seeking $50,000 in funding to develop the product, conduct customer research, analyze the market, and set up initial operations and infrastructure.
Similar to Everything About Walking Games I'm Willing to Share (17)
Travel vaccination in Manchester offers comprehensive immunization services for individuals planning international trips. Expert healthcare providers administer vaccines tailored to your destination, ensuring you stay protected against various diseases. Conveniently located clinics and flexible appointment options make it easy to get the necessary shots before your journey. Stay healthy and travel with confidence by getting vaccinated in Manchester. Visit us: www.nxhealthcare.co.uk
The skin is the largest organ and its health plays a vital role among the other sense organs. The skin concerns like acne breakout, psoriasis, or anything similar along the lines, finding a qualified and experienced dermatologist becomes paramount.
Breast cancer: Post menopausal endocrine therapyDr. Sumit KUMAR
Breast cancer in postmenopausal women with hormone receptor-positive (HR+) status is a common and complex condition that necessitates a multifaceted approach to management. HR+ breast cancer means that the cancer cells grow in response to hormones such as estrogen and progesterone. This subtype is prevalent among postmenopausal women and typically exhibits a more indolent course compared to other forms of breast cancer, which allows for a variety of treatment options.
Diagnosis and Staging
The diagnosis of HR+ breast cancer begins with clinical evaluation, imaging, and biopsy. Imaging modalities such as mammography, ultrasound, and MRI help in assessing the extent of the disease. Histopathological examination and immunohistochemical staining of the biopsy sample confirm the diagnosis and hormone receptor status by identifying the presence of estrogen receptors (ER) and progesterone receptors (PR) on the tumor cells.
Staging involves determining the size of the tumor (T), the involvement of regional lymph nodes (N), and the presence of distant metastasis (M). The American Joint Committee on Cancer (AJCC) staging system is commonly used. Accurate staging is critical as it guides treatment decisions.
Treatment Options
Endocrine Therapy
Endocrine therapy is the cornerstone of treatment for HR+ breast cancer in postmenopausal women. The primary goal is to reduce the levels of estrogen or block its effects on cancer cells. Commonly used agents include:
Selective Estrogen Receptor Modulators (SERMs): Tamoxifen is a SERM that binds to estrogen receptors, blocking estrogen from stimulating breast cancer cells. It is effective but may have side effects such as increased risk of endometrial cancer and thromboembolic events.
Aromatase Inhibitors (AIs): These drugs, including anastrozole, letrozole, and exemestane, lower estrogen levels by inhibiting the aromatase enzyme, which converts androgens to estrogen in peripheral tissues. AIs are generally preferred in postmenopausal women due to their efficacy and safety profile compared to tamoxifen.
Selective Estrogen Receptor Downregulators (SERDs): Fulvestrant is a SERD that degrades estrogen receptors and is used in cases where resistance to other endocrine therapies develops.
Combination Therapies
Combining endocrine therapy with other treatments enhances efficacy. Examples include:
Endocrine Therapy with CDK4/6 Inhibitors: Palbociclib, ribociclib, and abemaciclib are CDK4/6 inhibitors that, when combined with endocrine therapy, significantly improve progression-free survival in advanced HR+ breast cancer.
Endocrine Therapy with mTOR Inhibitors: Everolimus, an mTOR inhibitor, can be added to endocrine therapy for patients who have developed resistance to aromatase inhibitors.
Chemotherapy
Chemotherapy is generally reserved for patients with high-risk features, such as large tumor size, high-grade histology, or extensive lymph node involvement. Regimens often include anthracyclines and taxanes.
5-hydroxytryptamine or 5-HT or Serotonin is a neurotransmitter that serves a range of roles in the human body. It is sometimes referred to as the happy chemical since it promotes overall well-being and happiness.
It is mostly found in the brain, intestines, and blood platelets.
5-HT is utilised to transport messages between nerve cells, is known to be involved in smooth muscle contraction, and adds to overall well-being and pleasure, among other benefits. 5-HT regulates the body's sleep-wake cycles and internal clock by acting as a precursor to melatonin.
It is hypothesised to regulate hunger, emotions, motor, cognitive, and autonomic processes.
Pictorial and detailed description of patellar instability with sign and symptoms and how to diagnose , what investigations you should go with and how to approach with treatment options . I have presented this slide in my 2nd year junior residency in orthopedics at LLRM medical college Meerut and got good reviews for it
After getting it read you will definitely understand the topic.
Osvaldo Bernardo Muchanga-GASTROINTESTINAL INFECTIONS AND GASTRITIS-2024.pdfOsvaldo Bernardo Muchanga
GASTROINTESTINAL INFECTIONS AND GASTRITIS
Osvaldo Bernardo Muchanga
Gastrointestinal Infections
GASTROINTESTINAL INFECTIONS result from the ingestion of pathogens that cause infections at the level of this tract, generally being transmitted by food, water and hands contaminated by microorganisms such as E. coli, Salmonella, Shigella, Vibrio cholerae, Campylobacter, Staphylococcus, Rotavirus among others that are generally contained in feces, thus configuring a FECAL-ORAL type of transmission.
Among the factors that lead to the occurrence of gastrointestinal infections are the hygienic and sanitary deficiencies that characterize our markets and other places where raw or cooked food is sold, poor environmental sanitation in communities, deficiencies in water treatment (or in the process of its plumbing), risky hygienic-sanitary habits (not washing hands after major and/or minor needs), among others.
These are generally consequences (signs and symptoms) resulting from gastrointestinal infections: diarrhea, vomiting, fever and malaise, among others.
The treatment consists of replacing lost liquids and electrolytes (drinking drinking water and other recommended liquids, including consumption of juicy fruits such as papayas, apples, pears, among others that contain water in their composition).
To prevent this, it is necessary to promote health education, improve the hygienic-sanitary conditions of markets and communities in general as a way of promoting, preserving and prolonging PUBLIC HEALTH.
Gastritis and Gastric Health
Gastric Health is one of the most relevant concerns in human health, with gastrointestinal infections being among the main illnesses that affect humans.
Among gastric problems, we have GASTRITIS AND GASTRIC ULCERS as the main public health problems. Gastritis and gastric ulcers normally result from inflammation and corrosion of the walls of the stomach (gastric mucosa) and are generally associated (caused) by the bacterium Helicobacter pylor, which, according to the literature, this bacterium settles on these walls (of the stomach) and starts to release urease that ends up altering the normal pH of the stomach (acid), which leads to inflammation and corrosion of the mucous membranes and consequent gastritis or ulcers, respectively.
In addition to bacterial infections, gastritis and gastric ulcers are associated with several factors, with emphasis on prolonged fasting, chemical substances including drugs, alcohol, foods with strong seasonings including chilli, which ends up causing inflammation of the stomach walls and/or corrosion. of the same, resulting in the appearance of wounds and consequent gastritis or ulcers, respectively.
Among patients with gastritis and/or ulcers, one of the dilemmas is associated with the foods to consume in order to minimize the sensation of pain and discomfort.
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Examples-Measures of central tendency Dispersion, Variance, Standard Deviation (SD), Absolute Error, Mean Absolute Error (MAE), Eigen Value
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Everything About Walking Games I'm Willing to Share
1. Everything About Walking
Games Tell You
That I’m Willing to
Ben
Sawyer
Digitalmill,
bsawyer@dmill.com
@bensawyer
Inc.
June 2012 Games for Health Conference www.gamesforhealth.org
3. My Interest...
• I like walking (grew up in NYC)
• Developed a game about walking
• Hosted several sessions about walking
games
• Working with sensor game startups
(Elbrys, IntenseLife)
• Games for Everyone
June 2012 Games for Health Conference www.gamesforhealth.org
5. June 2012 Games for Health Conference www.gamesforhealth.org
6. June 2012 Games for Health Conference www.gamesforhealth.org
7. The world is undergoing the largest wave of urban growth in
history. In 2008, for the first time in history, more than half of
the world’s population will be living in towns and cities. By 2030
this number will swell to almost 5 billion, with urban growth
concentrated in Africa and Asia.
June 2012 Games for Health Conference www.gamesforhealth.org
8. Banked Iterative Real-Time
EA Active 2
PokeWalker GoldWalker
Vitality Sensor
9. Location Based
• Where I am vs. how am I moving
• E.g.
• Only 20% of their users got out and about!
• Liability? Inducement?
• How do we create bonus for walking vs.
penalty for not?
11. June 2012 Games for Health Conference www.gamesforhealth.org
12. June 2012 Games for Health Conference www.gamesforhealth.org
13. Accelerometers...
• Steps vs. Caloric Expenditure
• Dozens of step counters in app store
• Bits of code...
• MotionX
• University of Houston
June 2012 Games for Health Conference www.gamesforhealth.org
14. Freemov
Walking Jog/Run Stairs Jumping Activity Stillness!
e
June 2012 Games for Health Conference www.gamesforhealth.org
15. Accelerometers
• Standalone
• All phones
• Background and not
• Wireless to phone
• Wireless to Net Direct
• COST/BOM
– Drive down, down, down...
June 2012 Games for Health Conference www.gamesforhealth.org
16. Designing for Walking
• Encountered vs. Deliberate
– Intensity
• Patterns...
– Contiguous vs. Stop & Start
– Time of day, time of week
• What is the interruption?
– What else is active?
(camera, microphone, heart-rateGPS)
June 2012 Games for Health Conference www.gamesforhealth.org
17. June 2012 Games for Health Conference www.gamesforhealth.org
21. Audio Games...
• Largest group of visually impaired people
are people who must move without
distraction
• Opportunity to hook pedometers/
accelerometers to audio systems is
underutilized
– BlastBay Toolkit
– Siri?
– Papa Sangre
June 2012 Games for Health Conference www.gamesforhealth.org
23. Thank You!
Ben
Sawyer
bsawyer@dmill.com
Digitalmill,
@bensawyer
Inc.
June 12-14, 2013 November 5-6, 2012
Boston, MA www.gamesforhealtheurope.org
June 2012 Games for Health Conference www.gamesforhealth.org
Editor's Notes
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Lets talk about sensor-based gaming for a bit. We’re working to break this field down a bit and understand the different emerging elements. So far we see three types of sensor-based games exemplified here...[more]\n