Gaming4 Life: Eat Longer, Move Well & Live More
Interactive Fitness and Exergaming Seminar September 24, 2009. Leisure Industry Week (LIW), Birmingham, UK
This study examined the effects of exergame play on flow experience, enjoyment, and mood. 14 subjects played 6 different exergames and an exercise bike for around 6 minutes each. Their heart rate, perceived exertion, game difficulty, enjoyment, and mood were measured after each bout. While most exergames raised heart rate to 100-115 bpm, one game called Kinetic Sidewinder raised it higher. Enjoyment appeared related to games involving punching, hitting, or striking objects. Several exergames and biking increased tension. Exergames scored higher than norms on two flow state scales, suggesting they provide a more engaging experience than conventional exercise. However, increased tension requires more research. Overall, exergames seem to have
Persuasive technology aims to shape, reinforce, or change behaviors, feelings or thoughts through various persuasive strategies and computer technologies. Social psychologists have studied how attitude and behavior change occurs. Computer games can implement persuasive approaches to create engaging experiences. Persuasive technologies can take the form of computers as tools that guide users or computers as social actors that users interact with. Game-based learning is an example of a persuasive technology that can immerse and engage users. Serious games use simulations to educate and influence users.
This document outlines the purpose and goals of the video game "Doc Sports" which aims to improve perceptions of health and promote healthy lifestyles using game theory and game transfer phenomena. The game's objective is to find "The Pearl of Great Price", which represents perfect health rather than immortality. It also discusses how video game experiences can transfer to the real world according to previous GTP studies. The long term goals are to improve views of health literacy while building healthy social environments through sports and games.
This document outlines the purpose and goals of the video game "Doc Sports" which aims to improve perceptions of health and promote healthy lifestyles using game theory and game transfer phenomena. The game's objective is to find "The Pearl of Great Price", which represents perfect health rather than immortality. It also discusses how video game experiences can transfer to the real world according to previous GTP studies. The long term goals are to improve views of health literacy while building healthy social environments through sports and games.
Effective Data Driven Development for Social and Mobile AppsKontagent
1) A new marketing source is driving new users to the game but they are not completing the tutorial at the same rate as existing players, causing day 1 retention to trend down.
2) The issue will be addressed in two ways: first, optimizing the tutorial funnel and drop-off rates for new players to increase completion; second, potentially decreasing or eliminating spend on the new marketing channel.
3) The goal is to isolate what is causing new users to not complete the tutorial, optimize that, and find the right balance of spending and player experience to maximize revenue and profit over time.
This document provides an overview of task-based learning (TBL) as a language teaching methodology. It defines TBL as an approach that places students in real-world communication situations requiring language use to complete a specific task. The document outlines the typical TBL framework, including a pre-task, task cycle, and post-task language focus. It provides examples of TBL activities at beginner and intermediate levels using tools/devices and texts. Key aspects of TBL highlighted are using the target language as much as possible, focusing on learner activity, and the importance of the post-task consciousness raising phase.
Managing Hazards during Pinned to Seabed Operations (1)Rita Nardone
This document summarizes the hazards of "pinned to seabed operations" where a floating rig is physically connected to the seabed during well operations. It discusses how failures of motion compensators, which are meant to absorb vessel movement and keep tension on the workstring, could lead to catastrophic failures of the workstring. Several past incidents are described where compensator lockups occurred, in some cases damaging rig structures. A variety of failure modes are possible with passive and active compensator systems. Loss of compensation could cause either tensile or compressive failures depending on the phase of vessel motion. Understanding these risks is important for safety planning when operations require a long connection period to the seabed.
This study examined the effects of exergame play on flow experience, enjoyment, and mood. 14 subjects played 6 different exergames and an exercise bike for around 6 minutes each. Their heart rate, perceived exertion, game difficulty, enjoyment, and mood were measured after each bout. While most exergames raised heart rate to 100-115 bpm, one game called Kinetic Sidewinder raised it higher. Enjoyment appeared related to games involving punching, hitting, or striking objects. Several exergames and biking increased tension. Exergames scored higher than norms on two flow state scales, suggesting they provide a more engaging experience than conventional exercise. However, increased tension requires more research. Overall, exergames seem to have
Persuasive technology aims to shape, reinforce, or change behaviors, feelings or thoughts through various persuasive strategies and computer technologies. Social psychologists have studied how attitude and behavior change occurs. Computer games can implement persuasive approaches to create engaging experiences. Persuasive technologies can take the form of computers as tools that guide users or computers as social actors that users interact with. Game-based learning is an example of a persuasive technology that can immerse and engage users. Serious games use simulations to educate and influence users.
This document outlines the purpose and goals of the video game "Doc Sports" which aims to improve perceptions of health and promote healthy lifestyles using game theory and game transfer phenomena. The game's objective is to find "The Pearl of Great Price", which represents perfect health rather than immortality. It also discusses how video game experiences can transfer to the real world according to previous GTP studies. The long term goals are to improve views of health literacy while building healthy social environments through sports and games.
This document outlines the purpose and goals of the video game "Doc Sports" which aims to improve perceptions of health and promote healthy lifestyles using game theory and game transfer phenomena. The game's objective is to find "The Pearl of Great Price", which represents perfect health rather than immortality. It also discusses how video game experiences can transfer to the real world according to previous GTP studies. The long term goals are to improve views of health literacy while building healthy social environments through sports and games.
Effective Data Driven Development for Social and Mobile AppsKontagent
1) A new marketing source is driving new users to the game but they are not completing the tutorial at the same rate as existing players, causing day 1 retention to trend down.
2) The issue will be addressed in two ways: first, optimizing the tutorial funnel and drop-off rates for new players to increase completion; second, potentially decreasing or eliminating spend on the new marketing channel.
3) The goal is to isolate what is causing new users to not complete the tutorial, optimize that, and find the right balance of spending and player experience to maximize revenue and profit over time.
This document provides an overview of task-based learning (TBL) as a language teaching methodology. It defines TBL as an approach that places students in real-world communication situations requiring language use to complete a specific task. The document outlines the typical TBL framework, including a pre-task, task cycle, and post-task language focus. It provides examples of TBL activities at beginner and intermediate levels using tools/devices and texts. Key aspects of TBL highlighted are using the target language as much as possible, focusing on learner activity, and the importance of the post-task consciousness raising phase.
Managing Hazards during Pinned to Seabed Operations (1)Rita Nardone
This document summarizes the hazards of "pinned to seabed operations" where a floating rig is physically connected to the seabed during well operations. It discusses how failures of motion compensators, which are meant to absorb vessel movement and keep tension on the workstring, could lead to catastrophic failures of the workstring. Several past incidents are described where compensator lockups occurred, in some cases damaging rig structures. A variety of failure modes are possible with passive and active compensator systems. Loss of compensation could cause either tensile or compressive failures depending on the phase of vessel motion. Understanding these risks is important for safety planning when operations require a long connection period to the seabed.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
How to build irresistible social casino gamesKontagent
So game companies, if social gambling games are the new battlefield, how do you plan on win the war? Arming yourself with the right tools can make the difference between victory and defeat.
This document provides an overview of an Innovators' Guidebook developed by the Center for Care Innovation to teach the process of innovation. The guidebook takes the reader through six principles of working differently: See and Experience, Dimension and Diagram, Question and Reframe, Imagine and Model, Test and Shape, and Pitch and Commit. It provides techniques, methods, tips and worksheets to help teams apply each principle to solve problems in an innovative way. The document encourages an iterative process and emphasizes user-centered design thinking.
The document discusses upcoming security considerations for Lightning components. It emphasizes following contracts like encapsulation and using public interfaces to interact with other components. Components should be self-contained and not directly manipulate the DOM or lifecycles of other components. The framework lifecycle should also be respected, updating the DOM only in renderers and avoiding direct DOM access in controllers. Overall, components need to follow these guidelines to ensure they can safely and reliably integrate with other components without compromising the structure.
Penawaran Seru Akhir Tahun 2015 - Produk- produk Best Seller untuk Yang Tercantik Dapatkan Segala Sesuatu yang akan membantu menampilkan sisi tercantik anda di masa keriaan ini oleh Oriflame - Sweden No.1 European Beauty Company Selling Direct by Yudhi Arya - Independent Oriflame Consultant - SMS/WA 087873083999. BBM 25E3A031 Website www.yudhiarya.tk
BWIN.Party announced plans to launch a new social gaming unit called "Win" to operate social gaming applications on a freemium model and generate revenue from the sale of virtual currency and gifts. The strategy aims to leverage BWIN.Party's experience in regulated online gaming markets and establish a competitive advantage in social gaming through experienced management, proprietary platforms, and partnerships with game studios. Over the next two years, "Win" will develop social gaming applications for mobile platforms, launch a new portal called www.win.com, and establish a dedicated social gaming technology platform.
Using Dataset Builder or middleware to push Salesforce data to the Analytics Cloud can be time-consuming. Join us as we talk about the inefficiencies and go over a simple tool that allows you to create data sets in just a few clicks.
Social Media is an important part of establishing a web presence for any company. However, engaging in Social Media (and monitoring your results) takes time, and you don't have a lot of it!
In this LogicClassroom we will show you how to create 'Listening Channels' so you can more easily monitor your brand, products, industry, employees, competition, and more! Learn how to create custom listening dashboards and email alerts, respond to feedback in the most appropriate way, and use what you learn to help you drive your social media and marketing strategy.
We will be comparing popular tools like HootSuite, iGoogle, Netvibes, and more!
If you missed the class and would like to participate in the discussion, we will be hosting this LogicClassroom again on July 17th, 212. Register here: http://www.bostonlogic.com/logic-classroom
El documento describe un proyecto llamado "Yo no lo uso" que tiene como objetivo promover la reutilización y el reciclaje de objetos a través de una página web. La página permitirá a los usuarios publicar artículos que ya no usan para su venta, trueque o donación a ONGs. El proyecto consiste en tres secciones: compra-venta, trueque electrónico y donaciones para ayudar a personas con pocos recursos.
Este documento describe el desarrollo físico, cognitivo, social y emocional de los niños entre 6-11 años. Durante este período, los niños experimentan un crecimiento continuo, cambios en la dentición y maduración cerebral. También desarrollan una mayor autoestima y se esfuerzan por encajar socialmente. Cognitivamente, comienzan a razonar de manera más lógica y a aprender en la escuela.
El documento presenta el cronograma del Congreso REDU que se llevará a cabo el 23 y 24 de octubre de 2013. El primer día contará con ponencias magistrales, foros, sesiones técnicas y conferencias sobre diversos temas como biotecnología, ciencias de la tierra, energía, entre otros. El segundo día continuarán las actividades con énfasis en los mismos ejes temáticos.
El documento describe las diferentes variedades de pasta y productos dentales de la marca Aquafresh, incluyendo Aquafresh Extreme-Clean, Aquafresh Advanced Whitening, Aquafresh Original, férulas blanqueadoras, Aquafresh ISO-Activa para niños y segmentación por edades. Se proporcionan detalles sobre los ingredientes y beneficios de cada variedad para blanquear dientes, proteger contra caries y establecer hábitos dentales saludables desde temprana edad.
El fin del low cost. Ponencia de Álex Cruz, CEO de Vueling, en el Marketing S...Daemon Quest Deloitte
El documento presenta una charla de Alex Cruz, CEO de Vueling, sobre la evolución de la industria de las aerolíneas de bajo costo. Cruz argumenta que el modelo de bajo costo ya no es suficiente para satisfacer las necesidades cambiantes de los clientes y que las aerolíneas deben ofrecer más opciones y servicios mientras mantienen costos bajos a través de innovación constante, el mejor equipo y una cultura emprendedora.
Webinar: Migration from IBM Domino to IBM VerseMOVE4IDEAS
You will learn how to:
- Prepare your migration from Attitude to architecture
- Think about your global environment and how to proceed
- Get your metrics from your IBM Domino architecture
- Analyze them correctly with standard IBM Administrator tools
- Use tools to catch those metrics
Health Games & Mobile Adventure Walks presentation at BerkeleyJulie Price
Health Gaming Presentation at the Kaiser Permanente-EdgeOnCollege Healthcare Innovation Technology Series at Berkeley. Presented health games and the process to design and build Mobile Adventure Walks, a free iPhone game that makes walking fun.
In the Game: Interactive Digital Media, Physical Activity, Health and WellbeingAlasdair Thin
The document discusses using interactive digital media like video games and mobile technologies to promote physical activity and wellness. It proposes strategies like expanding the definition of media for health interventions to include emerging technologies, and encouraging technology companies to develop products that track and promote physical activity. Overall, the document argues that interactive digital media could potentially support public health goals through persuasive experiences, immediate rewards for exercise, and by making exercise more accessible and socially inclusive.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
How to build irresistible social casino gamesKontagent
So game companies, if social gambling games are the new battlefield, how do you plan on win the war? Arming yourself with the right tools can make the difference between victory and defeat.
This document provides an overview of an Innovators' Guidebook developed by the Center for Care Innovation to teach the process of innovation. The guidebook takes the reader through six principles of working differently: See and Experience, Dimension and Diagram, Question and Reframe, Imagine and Model, Test and Shape, and Pitch and Commit. It provides techniques, methods, tips and worksheets to help teams apply each principle to solve problems in an innovative way. The document encourages an iterative process and emphasizes user-centered design thinking.
The document discusses upcoming security considerations for Lightning components. It emphasizes following contracts like encapsulation and using public interfaces to interact with other components. Components should be self-contained and not directly manipulate the DOM or lifecycles of other components. The framework lifecycle should also be respected, updating the DOM only in renderers and avoiding direct DOM access in controllers. Overall, components need to follow these guidelines to ensure they can safely and reliably integrate with other components without compromising the structure.
Penawaran Seru Akhir Tahun 2015 - Produk- produk Best Seller untuk Yang Tercantik Dapatkan Segala Sesuatu yang akan membantu menampilkan sisi tercantik anda di masa keriaan ini oleh Oriflame - Sweden No.1 European Beauty Company Selling Direct by Yudhi Arya - Independent Oriflame Consultant - SMS/WA 087873083999. BBM 25E3A031 Website www.yudhiarya.tk
BWIN.Party announced plans to launch a new social gaming unit called "Win" to operate social gaming applications on a freemium model and generate revenue from the sale of virtual currency and gifts. The strategy aims to leverage BWIN.Party's experience in regulated online gaming markets and establish a competitive advantage in social gaming through experienced management, proprietary platforms, and partnerships with game studios. Over the next two years, "Win" will develop social gaming applications for mobile platforms, launch a new portal called www.win.com, and establish a dedicated social gaming technology platform.
Using Dataset Builder or middleware to push Salesforce data to the Analytics Cloud can be time-consuming. Join us as we talk about the inefficiencies and go over a simple tool that allows you to create data sets in just a few clicks.
Social Media is an important part of establishing a web presence for any company. However, engaging in Social Media (and monitoring your results) takes time, and you don't have a lot of it!
In this LogicClassroom we will show you how to create 'Listening Channels' so you can more easily monitor your brand, products, industry, employees, competition, and more! Learn how to create custom listening dashboards and email alerts, respond to feedback in the most appropriate way, and use what you learn to help you drive your social media and marketing strategy.
We will be comparing popular tools like HootSuite, iGoogle, Netvibes, and more!
If you missed the class and would like to participate in the discussion, we will be hosting this LogicClassroom again on July 17th, 212. Register here: http://www.bostonlogic.com/logic-classroom
El documento describe un proyecto llamado "Yo no lo uso" que tiene como objetivo promover la reutilización y el reciclaje de objetos a través de una página web. La página permitirá a los usuarios publicar artículos que ya no usan para su venta, trueque o donación a ONGs. El proyecto consiste en tres secciones: compra-venta, trueque electrónico y donaciones para ayudar a personas con pocos recursos.
Este documento describe el desarrollo físico, cognitivo, social y emocional de los niños entre 6-11 años. Durante este período, los niños experimentan un crecimiento continuo, cambios en la dentición y maduración cerebral. También desarrollan una mayor autoestima y se esfuerzan por encajar socialmente. Cognitivamente, comienzan a razonar de manera más lógica y a aprender en la escuela.
El documento presenta el cronograma del Congreso REDU que se llevará a cabo el 23 y 24 de octubre de 2013. El primer día contará con ponencias magistrales, foros, sesiones técnicas y conferencias sobre diversos temas como biotecnología, ciencias de la tierra, energía, entre otros. El segundo día continuarán las actividades con énfasis en los mismos ejes temáticos.
El documento describe las diferentes variedades de pasta y productos dentales de la marca Aquafresh, incluyendo Aquafresh Extreme-Clean, Aquafresh Advanced Whitening, Aquafresh Original, férulas blanqueadoras, Aquafresh ISO-Activa para niños y segmentación por edades. Se proporcionan detalles sobre los ingredientes y beneficios de cada variedad para blanquear dientes, proteger contra caries y establecer hábitos dentales saludables desde temprana edad.
El fin del low cost. Ponencia de Álex Cruz, CEO de Vueling, en el Marketing S...Daemon Quest Deloitte
El documento presenta una charla de Alex Cruz, CEO de Vueling, sobre la evolución de la industria de las aerolíneas de bajo costo. Cruz argumenta que el modelo de bajo costo ya no es suficiente para satisfacer las necesidades cambiantes de los clientes y que las aerolíneas deben ofrecer más opciones y servicios mientras mantienen costos bajos a través de innovación constante, el mejor equipo y una cultura emprendedora.
Webinar: Migration from IBM Domino to IBM VerseMOVE4IDEAS
You will learn how to:
- Prepare your migration from Attitude to architecture
- Think about your global environment and how to proceed
- Get your metrics from your IBM Domino architecture
- Analyze them correctly with standard IBM Administrator tools
- Use tools to catch those metrics
Health Games & Mobile Adventure Walks presentation at BerkeleyJulie Price
Health Gaming Presentation at the Kaiser Permanente-EdgeOnCollege Healthcare Innovation Technology Series at Berkeley. Presented health games and the process to design and build Mobile Adventure Walks, a free iPhone game that makes walking fun.
In the Game: Interactive Digital Media, Physical Activity, Health and WellbeingAlasdair Thin
The document discusses using interactive digital media like video games and mobile technologies to promote physical activity and wellness. It proposes strategies like expanding the definition of media for health interventions to include emerging technologies, and encouraging technology companies to develop products that track and promote physical activity. Overall, the document argues that interactive digital media could potentially support public health goals through persuasive experiences, immediate rewards for exercise, and by making exercise more accessible and socially inclusive.
SFX Physiology - Everything you always wanted to know about biofeedback BUT W...Alasdair Thin
The document provides an overview of a talk on physiology and biofeedback in gaming. It discusses the history of biofeedback and exergames, different categories of physiological computing like biofeedback, biocybernetic adaptation and brain-computer interfacing. It also covers potential physiological variables that can be measured, platforms and sensors used, design considerations for exergames and potential for supportive virtual environments to promote public health.
This document discusses the importance of physical activity and the dangers of sedentary behavior, especially for children. It notes that sedentarianism is a risk factor for many health issues and is one of the worst risk factors. It provides evidence that physical activity can lower risks of early death, cardiovascular disease, diabetes, and some cancers. The document discusses strategies for getting children more active, including making it fun, scheduling activity, serving as a role model, and creating a supportive environment. It promotes the Physical Activity Evangelist's 7 rules and provides various resources for physical activity.
Protecting kids from a most deadly disease!Ernie Medina
Lecture given by Ernie Medina, Jr., DrPH, on Aug. 17, 2011, for a grad class at Loma Linda Univ. School of Public Health. Professor: Serena Tonstadt, MD. Topic: getting kids to be more physically active.
The document discusses various topics related to the mind, including gratitude, mindfulness, neuroplasticity, epigenetics, the unconscious mind, mental practice, visualization, and the placebo effect. It provides examples of research showing how mental practices like meditation can positively impact the brain and biological systems, and discusses how experiences shape the structure of the brain through chemical changes and the wiring of neurons.
The Science of Attention and Engagement for LearningJulie Dirksen
A number of myths persist about people’s allegedly ever-shortening attention spans—but what does the science say? Neuroscience, behavioral economics, and consumer psychology all offer insights into how we manage and allocate attention.
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.
The document discusses how product design can form habits and behaviors through a "Hook" model. The Hook has 4 parts: a trigger that initiates behavior, an action performed by the user, a variable reward received, and an investment of some kind by the user. Frequent repetition of the trigger-action-reward loop can form habits over time. Products aim to address internal triggers like boredom, fear, or social needs. Variable rewards like social approval, achievement, or novelty keep users engaged. Investments like data, time or content shared increase the likelihood of returning. The goal is to shape user preferences and attitudes through repeated experiences with the Hook.
Three key points about attention and learning from the document:
1. Attention is a limited cognitive resource that instructional design must manage effectively through reducing extraneous cognitive load and improving cues to guide voluntary attention.
2. Many factors influence attention, including cues, emotions, relevance to personal experiences, and level of cognitive effort required. Attention span is typically short so instruction must be engaging.
3. Techniques for improving attention and learning discussed in the document include reducing text density, incorporating images and emotions, personalizing content, and giving learners choices over what to focus on.
Brad Tanner, MD, ME
HealthImpact.Studio Chapel Hill, NC
Montreal, Canada
July 10, 2019
Headset-based, immersive virtual reality technology offers an opportunity to engage and motivate:
Youth
Adolescents
Emerging adults
Adults
Virtual reality also impacts health-related understanding, decision-making, skills, and behaviors.
Presented by the
Serious Play Conference
seriousplayconf.com
How can organizations maximize the resilience and productivity of the...SharpBrains
Historically, human resource departments have not had the toolkit to develop the most human resource of all – our brains. What are some large employers and insurers doing to apply emerging science and best practices in this domain, via wellness and training initiatives, and HR benefits?
- Chair: Andrew Lee, Vice President at Aetna, YGL Class of 2011
- Hyong Un, Head of Employee Assistance Programs at Aetna
- Evian Gordon, Executive Chairman of Brain Resource
- David Nill, Chief Medical Officer at Cerner Corporation
This session took place at the 2013 SharpBrains Virtual Summit: http://sharpbrains.com/summit-2013/agenda/
Jen Gash 2016 OT show Resilience the Jedi PathJen Gash
Presentation on the importance of resilience, be it emotional, physical or spiritual. Aimed at health and social care professionals but relevant to everyone
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
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.
Games can be used for learning in several ways:
1) People can learn from playing games through trial and error feedback loops. Games allow exploration without real-world consequences.
2) Games have been used successfully to teach a variety of subjects in classrooms from elementary school through university levels. They increase student motivation and information retention.
3) Scientific discovery games engage many participants in solving research problems through game mechanics. Players of the protein folding game Foldit have contributed to scientific papers by developing strategies to solve protein structures better than computer algorithms.
This document discusses using popular video games to promote health initiatives. It notes that while some health games have been created, they suffer from a lack of visibility and advertising. The document proposes addressing this by partnering with the creators of hugely popular existing games like World of Warcraft and League of Legends to develop mods or additions focused on health topics. Specific examples outlined include a diabetes mod for WoW that tracks blood sugar and a stress management tool integrated into the competitive multiplayer online battle arena game League of Legends. The goal is to leverage existing gaming platforms and audiences of tens or hundreds of millions to more effectively promote health messages and programs.
VR is Good for Your Health: The Health Promotion, Prevention, and Treatment P...Clinical Tools, Inc
Tanner, B. VR is Good for Your Health: The Health Promotion, Prevention, and Treatment Potential of VR. Serious Play Conference. 2018 July 10, Manassas, VA.
Similar to Gaming4 Life: Eat Longer, Move Well & Live More (20)
Designing Health Promoting Dance-based ExerGames to Maximize Physical Exertio...Alasdair Thin
Designing Health Promoting Dance-based ExerGames to Maximize Physical Exertion and Perceived Enjoyment based on an Evaluation of Three Commercial Games presented at ISAGA Conference, Singapore, 2009
Evaluation of a Systems Engineering Approach to using a Virtual Reality Game ...Alasdair Thin
Evaluation of a Systems Engineering Approach to using a Virtual Reality Game for Rehabilitation of Motor Function presented at ISAGA Conference, Singapore, 2009
Open Sound Control as Middleware for Games Accessibility and Body-movement Co...Alasdair Thin
This document provides an overview of Open Sound Control (OSC) as middleware for games accessibility and body movement controlled gaming. It discusses OSC applications and uses, including for virtual DJ software, networking performances, and video jockeying. Examples of OSC controllers are provided, such as the Lemur, Jazz Mutant, and Touch OSC. Demos are described using a Wiimote, video and audio, and an iPhone. OSC is presented as enabling middleware for integrating a variety of input devices, such as Wacom tablets, Wiimotes, balance boards, and human interface devices, with audio, video tracking, and MIDI. Future developments discussed include incorporating OSC gateways into video games and using sensors
Liberty, Equality & Fraternity - ExerGames, Social Media & HealthAlasdair Thin
This document discusses using innovative media like exergames and social media for health promotion. It suggests that exergames can provide an engaging interactive experience for exercise while social media allows for a sense of belonging, relatedness, and cooperation. Persuasive technologies leveraging social networks could help create supportive virtual environments for health behavior change at a population level.
Dr. Alasdair G Thin presents on active video games. He discusses how active video games can get people exercising through gameplay in a fun and engaging way compared to traditional exercise. Some key points include:
- Active video games played on consoles like the Nintendo Wii allow users to burn more calories than traditional sedentary video games.
- Laboratory tests show increased energy expenditure and exercise from active video games compared to sitting down.
- If designed well with persuasive messages and rewards, active video games have potential to shift paradigms and encourage sustained physical activity in players.
Dr. Alasdair G. Thin of Heriot-Watt University in Edinburgh, Scotland researches designing body-movement controlled video games to maximize energy expenditure for exercise and health purposes. The document discusses features of effective "exergames" for exercise, coaching, rehabilitation, and mountain air physiology as well as general exercise tips and suggestions for making exercise more accessible and rewarding through gaming.
Cell Therapy Expansion and Challenges in Autoimmune DiseaseHealth Advances
There is increasing confidence that cell therapies will soon play a role in the treatment of autoimmune disorders, but the extent of this impact remains to be seen. Early readouts on autologous CAR-Ts in lupus are encouraging, but manufacturing and cost limitations are likely to restrict access to highly refractory patients. Allogeneic CAR-Ts have the potential to broaden access to earlier lines of treatment due to their inherent cost benefits, however they will need to demonstrate comparable or improved efficacy to established modalities.
In addition to infrastructure and capacity constraints, CAR-Ts face a very different risk-benefit dynamic in autoimmune compared to oncology, highlighting the need for tolerable therapies with low adverse event risk. CAR-NK and Treg-based therapies are also being developed in certain autoimmune disorders and may demonstrate favorable safety profiles. Several novel non-cell therapies such as bispecific antibodies, nanobodies, and RNAi drugs, may also offer future alternative competitive solutions with variable value propositions.
Widespread adoption of cell therapies will not only require strong efficacy and safety data, but also adapted pricing and access strategies. At oncology-based price points, CAR-Ts are unlikely to achieve broad market access in autoimmune disorders, with eligible patient populations that are potentially orders of magnitude greater than the number of currently addressable cancer patients. Developers have made strides towards reducing cell therapy COGS while improving manufacturing efficiency, but payors will inevitably restrict access until more sustainable pricing is achieved.
Despite these headwinds, industry leaders and investors remain confident that cell therapies are poised to address significant unmet need in patients suffering from autoimmune disorders. However, the extent of this impact on the treatment landscape remains to be seen, as the industry rapidly approaches an inflection point.
Adhd Medication Shortage Uk - trinexpharmacy.comreignlana06
The UK is currently facing a Adhd Medication Shortage Uk, which has left many patients and their families grappling with uncertainty and frustration. ADHD, or Attention Deficit Hyperactivity Disorder, is a chronic condition that requires consistent medication to manage effectively. This shortage has highlighted the critical role these medications play in the daily lives of those affected by ADHD. Contact : +1 (747) 209 – 3649 E-mail : sales@trinexpharmacy.com
10 Benefits an EPCR Software should Bring to EMS Organizations Traumasoft LLC
The benefits of an ePCR solution should extend to the whole EMS organization, not just certain groups of people or certain departments. It should provide more than just a form for entering and a database for storing information. It should also include a workflow of how information is communicated, used and stored across the entire organization.
Histololgy of Female Reproductive System.pptxAyeshaZaid1
Dive into an in-depth exploration of the histological structure of female reproductive system with this comprehensive lecture. Presented by Dr. Ayesha Irfan, Assistant Professor of Anatomy, this presentation covers the Gross anatomy and functional histology of the female reproductive organs. Ideal for students, educators, and anyone interested in medical science, this lecture provides clear explanations, detailed diagrams, and valuable insights into female reproductive system. Enhance your knowledge and understanding of this essential aspect of human biology.
share - Lions, tigers, AI and health misinformation, oh my!.pptxTina Purnat
• Pitfalls and pivots needed to use AI effectively in public health
• Evidence-based strategies to address health misinformation effectively
• Building trust with communities online and offline
• Equipping health professionals to address questions, concerns and health misinformation
• Assessing risk and mitigating harm from adverse health narratives in communities, health workforce and health system
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Gaming4 Life: Eat Longer, Move Well & Live More
1. g 4 L ife
a m in
G Eat Lo
nger, M
Well & ove
Live M
ore
Dr Alasdair G Thin
Interactive Fitness and Exergaming Seminar
Sept 24, 2009. LIW, Birmingham, UK
2. The Problem...
Houston...eh...
Yes...Mr Alien?
eh...You appear to have a problem?
We do?
Houston. You have a wardrobe malfunction!
4. Promoting Positive
Health Behavior Change
Persuasive Message
(“Exercise is Good for You!”)
Perceived Future Reward
Persuasive Interactive
Experience
Immediate Real Reward
5. Who is Setting the Agenda?
personalized health
program
fun incentive
physical challenges
also features trivia
games, hints and tips
learn everything you
need to know about
proper nutrition and
working out
www.touchgenerations.com myhealthcoach.uk.ubi.com
6. Games & Hierachy of Needs
Self-Actualization
Human History
Esteem
Belonging
Safety
Physiological
20. eSports
"If you want to be at the top of your game, it is important to not only keep mentally
sharp, but also physically. This is due to the fact that quick reflex's are a must, and
the fitter you are - the better reaction times you will get." A Pro-Gamer
“A human activity capable of achieving a result requiring physical exertion and/or
physical skill which, by its nature and organisation, is competitive and is generally
accepted as being a sport.” Australian Sports Commission
21. Supportive Environments
Ottawa Charter for Health Promotion (WHO, 1986)
Strategy for Europe on Nutrition, Overweight and Obesity
related health issues (European Commission, 2007)
Call to create “Supportive Environments” (i.e. Physical)
Prevention Education Empowerment
What about a
“Supportive Digital Environment” ?
Readily developed
Lower cost
Scaleable to population level