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.
Behavioural economics: how to turn human understanding into business advantag...SEMPL
Humans are influenced in our daily behaviour not by rational decision-making but by multiple conscious and sub-conscious factors such as priming, framing, anchoring, copying etc. We are now able to drawn some conclusions for advertising market that can help us turn human understanding into business advantage for our clients.
As information and communication technologies become more ubiquitous and pervasive, they increasingly shape the ways we communicate, collaborate and establish new relationships. However, important questions need to be explored: are computers making us happy? Are new ways of interacting with and using technology actually improving the quality of our life, by enhancing our opportunities for growth and self-expression, and making us feel safer and more connected? The recent and growing interest towards these issues is paving the way for a new research area: “Positive Technology”.
Thesis Defense - Personal Informatics and Context: Using Context to Reveal Fa...Ian Li
Personal informatics systems help people collect and reflect on behavioral information to better understand their own behavior. Because most systems only show one type of behavioral information, finding factors that affect one’s behavior is difficult. Supporting exploration of multiple types of contextual and behavioral information in a single interface may help.
To explore this, I developed prototypes of IMPACT, which supports reflection on physical activity and multiple types of contextual information. I conducted field studies of the prototypes, which showed that such a system can increase people’s awareness of opportunities for physical activity. However, several limitations affected the usage and value of these prototypes. To improve support for such systems, I conducted a series of interviews and field studies. First, I interviewed people about their experiences using personal informatics systems resulting in the Stage-Based Model of Personal Informatics Systems, which describes the different stages that systems need to support, and a list of problems that people experience in each of the stages. Second, I identified the kinds of questions people ask about their personal data and found that the importance of these questions differed between two phases: Discovery and Maintenance. Third, I evaluated different visualization features to improve support for reflection on multiple kinds of data. Finally, based on this evaluation, I developed a system called Innertube to help people reflect on multiple kinds of data in a single interface using a visualization integration approach that makes it easier to build such tools compared to the more common data integration approach.
Behavioural economics: how to turn human understanding into business advantag...SEMPL
Humans are influenced in our daily behaviour not by rational decision-making but by multiple conscious and sub-conscious factors such as priming, framing, anchoring, copying etc. We are now able to drawn some conclusions for advertising market that can help us turn human understanding into business advantage for our clients.
As information and communication technologies become more ubiquitous and pervasive, they increasingly shape the ways we communicate, collaborate and establish new relationships. However, important questions need to be explored: are computers making us happy? Are new ways of interacting with and using technology actually improving the quality of our life, by enhancing our opportunities for growth and self-expression, and making us feel safer and more connected? The recent and growing interest towards these issues is paving the way for a new research area: “Positive Technology”.
Thesis Defense - Personal Informatics and Context: Using Context to Reveal Fa...Ian Li
Personal informatics systems help people collect and reflect on behavioral information to better understand their own behavior. Because most systems only show one type of behavioral information, finding factors that affect one’s behavior is difficult. Supporting exploration of multiple types of contextual and behavioral information in a single interface may help.
To explore this, I developed prototypes of IMPACT, which supports reflection on physical activity and multiple types of contextual information. I conducted field studies of the prototypes, which showed that such a system can increase people’s awareness of opportunities for physical activity. However, several limitations affected the usage and value of these prototypes. To improve support for such systems, I conducted a series of interviews and field studies. First, I interviewed people about their experiences using personal informatics systems resulting in the Stage-Based Model of Personal Informatics Systems, which describes the different stages that systems need to support, and a list of problems that people experience in each of the stages. Second, I identified the kinds of questions people ask about their personal data and found that the importance of these questions differed between two phases: Discovery and Maintenance. Third, I evaluated different visualization features to improve support for reflection on multiple kinds of data. Finally, based on this evaluation, I developed a system called Innertube to help people reflect on multiple kinds of data in a single interface using a visualization integration approach that makes it easier to build such tools compared to the more common data integration approach.
Exergaming is a fitness technology to improve engagement and enjoyment of physical activity in school, gym, home or even the office by using video games.
This presentation explains the concepts and reasoning behind this emerging industry of active gaming and gives practical advice for end users and providers alike.
To best view this show change from "all comments" to "comments on slide" for text narration.
From the 2012 Games for Health conference in Boston, Barbara Chamberlin and Michelle Garza share a review of exergaming-related literature from the past year.
What is wellbeing and what does it mean for science communication? – H Room, Austin Pearce Building
DISCUSS IT strand
Can engaging minority audiences in science help improve wellbeing? How should we be doing it?
As of April 2011 the UK‟s Annual Population Survey has included questions on wellbeing. Some of the groups considered “hard to reach” such as people with disabilities, from specific ethnic groups (Black, Arab, Pakistani, and Indian) and unemployed, have lower scores in wellbeing. We will debate if and how the work done by the science communication community can impact the wellbeing of these groups.
Speakers: Saalam Abdallah (New Economic Foundation), John Haworth (University of Bolton), Chair: Amy Sanders (Wellcome Trust)
The discussion about the need to broaden the horizon of indicators for the governance of society and the economy, in particular for the measurement of the Gross Domestic Product (GDP), has been going on for some time, and has recently aroused a widespread process of reflection. It has by now been largely demonstrated how economic analyses based exclusively on the GDP can often be misleading.
The goal of the work performed by the BCFN on this subject is therefore that of including and evaluating, within a multidimensional index for the measurement and comparison of the level of well-being of the people in a selected group of developed countries, the element connected with the diet and lifestyles.
What are the benefits and risks of playing computer, console and mobile games? What is "computer game addiction"? What every gamer needs to know about healthy habits? What can serious/competitive gamers do outside of the game to enhance their performance in it? What should health-care and education professionals teach to families about digital games and health?
(Note: references on the slides are intended as starting points to scientific literature; they are not comprehensive.)
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
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.
Inner Excellence - Nature of Ultimate RealityKrishna Madappa
OM: Empowering Science & Technology in fusion to synthesize a renewed vivre to life, by initiating optimal wellness markers as viewed through the windows of Vedic Science to empower ALL beings...from individual to organization.
This has a direct measurement that validates the "S" "R" and "T" levels, as understood in Six Sigma principles.
Exergaming is a fitness technology to improve engagement and enjoyment of physical activity in school, gym, home or even the office by using video games.
This presentation explains the concepts and reasoning behind this emerging industry of active gaming and gives practical advice for end users and providers alike.
To best view this show change from "all comments" to "comments on slide" for text narration.
From the 2012 Games for Health conference in Boston, Barbara Chamberlin and Michelle Garza share a review of exergaming-related literature from the past year.
What is wellbeing and what does it mean for science communication? – H Room, Austin Pearce Building
DISCUSS IT strand
Can engaging minority audiences in science help improve wellbeing? How should we be doing it?
As of April 2011 the UK‟s Annual Population Survey has included questions on wellbeing. Some of the groups considered “hard to reach” such as people with disabilities, from specific ethnic groups (Black, Arab, Pakistani, and Indian) and unemployed, have lower scores in wellbeing. We will debate if and how the work done by the science communication community can impact the wellbeing of these groups.
Speakers: Saalam Abdallah (New Economic Foundation), John Haworth (University of Bolton), Chair: Amy Sanders (Wellcome Trust)
The discussion about the need to broaden the horizon of indicators for the governance of society and the economy, in particular for the measurement of the Gross Domestic Product (GDP), has been going on for some time, and has recently aroused a widespread process of reflection. It has by now been largely demonstrated how economic analyses based exclusively on the GDP can often be misleading.
The goal of the work performed by the BCFN on this subject is therefore that of including and evaluating, within a multidimensional index for the measurement and comparison of the level of well-being of the people in a selected group of developed countries, the element connected with the diet and lifestyles.
What are the benefits and risks of playing computer, console and mobile games? What is "computer game addiction"? What every gamer needs to know about healthy habits? What can serious/competitive gamers do outside of the game to enhance their performance in it? What should health-care and education professionals teach to families about digital games and health?
(Note: references on the slides are intended as starting points to scientific literature; they are not comprehensive.)
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
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.
Inner Excellence - Nature of Ultimate RealityKrishna Madappa
OM: Empowering Science & Technology in fusion to synthesize a renewed vivre to life, by initiating optimal wellness markers as viewed through the windows of Vedic Science to empower ALL beings...from individual to organization.
This has a direct measurement that validates the "S" "R" and "T" levels, as understood in Six Sigma principles.
Welcome to the Launch of the Transformative Tech international chapters.
We focus on technology to scale, business to sustain, and entrepreneurship and innovation to experiment.
We serve entrepreneurs and innovators to find feedback, funding, and friends.
Towards a successful implementation of game mechanics (gamification) in e-hea...Maged N. Kamel Boulos
Cite as: Kamel Boulos MN. Towards a successful implementation of game mechanics (gamification) in e-health interventions (updated: 09//2015). In: Baptista TM, Kamel Boulos MN, Rodrigues FM, Rocha A. E-Health, psychology and medicine: the future of a close cooperation (invited symposium). In: Proceedings of the 14th European Congress of Psychology, Milan, Italy, 7-10 July 2015. URL: http://www.ecp2015.it/scientific-program/invited-symposia/ - WebCite cache: http://www.webcitation.org/6YIHINbi0
This mini workshop looks at the latest research on gaming for health, examples of how health and wellness leaders are engaging people with games, strategies for healthcare brands who want to try gaming, and a first-look at a gaming experiment from our innovation lab
Gaming4 Life: Eat Longer, Move Well & Live MoreAlasdair Thin
Gaming4 Life: Eat Longer, Move Well & Live More
Interactive Fitness and Exergaming Seminar September 24, 2009. Leisure Industry Week (LIW), Birmingham, UK
Mobile Applications for Healthier Lifestyles: Not quite playing the game?Stephan Dahl
Paper presented at the 2013 World Marketing Congress (Melbourne), focusing on the use of mobile “app”-based interventions as tools to influence health-related behaviour. We use established design criteria to review a range of current apps developed by one public body, the UK NHS and commercial developers of health-related apps and compare these to commercial apps promoting unhealthy food items. We suggest that there are serious weaknesses evident in the apps provided by public bodies and that this sector could learn from an analysis of the development strategies used in the commercial sector. The full paper is available in the proceedings.
Designing Serious Game for Behavioral Change in HealthcareAntonio Grillo
DESIGNING SERIOUS GAMES FOR BEHAVIORAL CHANGE IN HEALTHCARE USING CONNECTED OBJECTS.
Game Design tools, how to Design an efficient Motivational Framework, Examples of Game Mechanics, Pervasive solutions vs. Intrusive Solutions, the role of the Artificial Intelligence as main engine, the Internet of Caring Things to shape a better world for YOU.
Everything I have experienced in designing an IA based digital companion to treat chronicle disease by changing behavior.
Gamification of cognitive training: a crowdsourcing- inspired approach for ol...Alberto Mora
Cognitive impairment is a serious concern for the most advanced societies in the world. Current research focuses on prevention strategies, which aim to delay as much as possible the first symptoms from appearing. Common therapeutic strategies rely on participants regularly completing diverse tasks in a monotonous way, which may get tiresome as they become routine, tempting participants to drop out after a short time. According to the motivational outcomes of the strategic use of game design elements, gamification arises as an effective technique for user engagement in non-leisure contexts like healthcare and well-being. Therefore, in this work we present Preventive Neuro Health (PNH), a gamified crowdsourcing-inspired tool for cognitive impairment prevention of older adults that enables personalization both from clinical and engagement perspectives.
How can Big Data help upgrade brain care?SharpBrains
Current standards of brain and mental care often rely on trials of insufficient scale, which not only limits our ability to diagnose, prevent, treat and personalize care but often leads to incorrect conclusions and undesirable results. What tools and data are becoming available via large-scale web-based and mobile applications, and how can researchers, innovators and practitioners connect with these initiatives?
- Chair: Alvaro Fernandez, CEO of SharpBrains, YGL Class of 2012
- Daniel Sternberg, Data Scientist at Lumosity
- Joan Severson, President of Digital Artefacts
- Robert Bilder, Chief of Medical Psychology-Neuropsychology at UCLA Semel Institute for Neuroscience
How can human enhancement be defined? What are ethical issues related to it in perspective of critic’s and advocates? Give examples of technologies that can be considered forms of enhancement?
Evolution - what is the future of neurogaming? Kim Baden-Kristensen, CEO and ...Karel Van Isacker
Evolution - what is the future of neurogaming?
Kim Baden-Kristensen, CEO and Founder of Brain+
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 In the Game: Interactive Digital Media, Physical Activity, Health and Wellbeing (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 presentation gives an overview of the Open Sound Control (OSC) protocol and how it can be used to network enable hardware and software in order to increase accessibility by facilitating all manner of controllers to be used to play video games.
Anti ulcer drugs and their Advance pharmacology ||
Anti-ulcer drugs are medications used to prevent and treat ulcers in the stomach and upper part of the small intestine (duodenal ulcers). These ulcers are often caused by an imbalance between stomach acid and the mucosal lining, which protects the stomach lining.
||Scope: Overview of various classes of anti-ulcer drugs, their mechanisms of action, indications, side effects, and clinical considerations.
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micro teaching on communication m.sc nursing.pdfAnurag Sharma
Microteaching is a unique model of practice teaching. It is a viable instrument for the. desired change in the teaching behavior or the behavior potential which, in specified types of real. classroom situations, tends to facilitate the achievement of specified types of objectives.
Flu Vaccine Alert in Bangalore Karnatakaaddon Scans
As flu season approaches, health officials in Bangalore, Karnataka, are urging residents to get their flu vaccinations. The seasonal flu, while common, can lead to severe health complications, particularly for vulnerable populations such as young children, the elderly, and those with underlying health conditions.
Dr. Vidisha Kumari, a leading epidemiologist in Bangalore, emphasizes the importance of getting vaccinated. "The flu vaccine is our best defense against the influenza virus. It not only protects individuals but also helps prevent the spread of the virus in our communities," he says.
This year, the flu season is expected to coincide with a potential increase in other respiratory illnesses. The Karnataka Health Department has launched an awareness campaign highlighting the significance of flu vaccinations. They have set up multiple vaccination centers across Bangalore, making it convenient for residents to receive their shots.
To encourage widespread vaccination, the government is also collaborating with local schools, workplaces, and community centers to facilitate vaccination drives. Special attention is being given to ensuring that the vaccine is accessible to all, including marginalized communities who may have limited access to healthcare.
Residents are reminded that the flu vaccine is safe and effective. Common side effects are mild and may include soreness at the injection site, mild fever, or muscle aches. These side effects are generally short-lived and far less severe than the flu itself.
Healthcare providers are also stressing the importance of continuing COVID-19 precautions. Wearing masks, practicing good hand hygiene, and maintaining social distancing are still crucial, especially in crowded places.
Protect yourself and your loved ones by getting vaccinated. Together, we can help keep Bangalore healthy and safe this flu season. For more information on vaccination centers and schedules, residents can visit the Karnataka Health Department’s official website or follow their social media pages.
Stay informed, stay safe, and get your flu shot today!
Title: Sense of Smell
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the primary categories of smells and the concept of odor blindness.
Explain the structure and location of the olfactory membrane and mucosa, including the types and roles of cells involved in olfaction.
Describe the pathway and mechanisms of olfactory signal transmission from the olfactory receptors to the brain.
Illustrate the biochemical cascade triggered by odorant binding to olfactory receptors, including the role of G-proteins and second messengers in generating an action potential.
Identify different types of olfactory disorders such as anosmia, hyposmia, hyperosmia, and dysosmia, including their potential causes.
Key Topics:
Olfactory Genes:
3% of the human genome accounts for olfactory genes.
400 genes for odorant receptors.
Olfactory Membrane:
Located in the superior part of the nasal cavity.
Medially: Folds downward along the superior septum.
Laterally: Folds over the superior turbinate and upper surface of the middle turbinate.
Total surface area: 5-10 square centimeters.
Olfactory Mucosa:
Olfactory Cells: Bipolar nerve cells derived from the CNS (100 million), with 4-25 olfactory cilia per cell.
Sustentacular Cells: Produce mucus and maintain ionic and molecular environment.
Basal Cells: Replace worn-out olfactory cells with an average lifespan of 1-2 months.
Bowman’s Gland: Secretes mucus.
Stimulation of Olfactory Cells:
Odorant dissolves in mucus and attaches to receptors on olfactory cilia.
Involves a cascade effect through G-proteins and second messengers, leading to depolarization and action potential generation in the olfactory nerve.
Quality of a Good Odorant:
Small (3-20 Carbon atoms), volatile, water-soluble, and lipid-soluble.
Facilitated by odorant-binding proteins in mucus.
Membrane Potential and Action Potential:
Resting membrane potential: -55mV.
Action potential frequency in the olfactory nerve increases with odorant strength.
Adaptation Towards the Sense of Smell:
Rapid adaptation within the first second, with further slow adaptation.
Psychological adaptation greater than receptor adaptation, involving feedback inhibition from the central nervous system.
Primary Sensations of Smell:
Camphoraceous, Musky, Floral, Pepperminty, Ethereal, Pungent, Putrid.
Odor Detection Threshold:
Examples: Hydrogen sulfide (0.0005 ppm), Methyl-mercaptan (0.002 ppm).
Some toxic substances are odorless at lethal concentrations.
Characteristics of Smell:
Odor blindness for single substances due to lack of appropriate receptor protein.
Behavioral and emotional influences of smell.
Transmission of Olfactory Signals:
From olfactory cells to glomeruli in the olfactory bulb, involving lateral inhibition.
Primitive, less old, and new olfactory systems with different path
These lecture slides, by Dr Sidra Arshad, offer a quick overview of physiological basis of a normal electrocardiogram.
Learning objectives:
1. Define an electrocardiogram (ECG) and electrocardiography
2. Describe how dipoles generated by the heart produce the waveforms of the ECG
3. Describe the components of a normal electrocardiogram of a typical bipolar leads (limb II)
4. Differentiate between intervals and segments
5. Enlist some common indications for obtaining an ECG
Study Resources:
1. Chapter 11, Guyton and Hall Textbook of Medical Physiology, 14th edition
2. Chapter 9, Human Physiology - From Cells to Systems, Lauralee Sherwood, 9th edition
3. Chapter 29, Ganong’s Review of Medical Physiology, 26th edition
4. Electrocardiogram, StatPearls - https://www.ncbi.nlm.nih.gov/books/NBK549803/
5. ECG in Medical Practice by ABM Abdullah, 4th edition
6. ECG Basics, http://www.nataliescasebook.com/tag/e-c-g-basics
Ethanol (CH3CH2OH), or beverage alcohol, is a two-carbon alcohol
that is rapidly distributed in the body and brain. Ethanol alters many
neurochemical systems and has rewarding and addictive properties. It
is the oldest recreational drug and likely contributes to more morbidity,
mortality, and public health costs than all illicit drugs combined. The
5th edition of the Diagnostic and Statistical Manual of Mental Disorders
(DSM-5) integrates alcohol abuse and alcohol dependence into a single
disorder called alcohol use disorder (AUD), with mild, moderate,
and severe subclassifications (American Psychiatric Association, 2013).
In the DSM-5, all types of substance abuse and dependence have been
combined into a single substance use disorder (SUD) on a continuum
from mild to severe. A diagnosis of AUD requires that at least two of
the 11 DSM-5 behaviors be present within a 12-month period (mild
AUD: 2–3 criteria; moderate AUD: 4–5 criteria; severe AUD: 6–11 criteria).
The four main behavioral effects of AUD are impaired control over
drinking, negative social consequences, risky use, and altered physiological
effects (tolerance, withdrawal). This chapter presents an overview
of the prevalence and harmful consequences of AUD in the U.S.,
the systemic nature of the disease, neurocircuitry and stages of AUD,
comorbidities, fetal alcohol spectrum disorders, genetic risk factors, and
pharmacotherapies for AUD.
Couples presenting to the infertility clinic- Do they really have infertility...Sujoy Dasgupta
Dr Sujoy Dasgupta presented the study on "Couples presenting to the infertility clinic- Do they really have infertility? – The unexplored stories of non-consummation" in the 13th Congress of the Asia Pacific Initiative on Reproduction (ASPIRE 2024) at Manila on 24 May, 2024.
Pulmonary Thromboembolism - etilogy, types, medical- Surgical and nursing man...VarunMahajani
Disruption of blood supply to lung alveoli due to blockage of one or more pulmonary blood vessels is called as Pulmonary thromboembolism. In this presentation we will discuss its causes, types and its management in depth.
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Triangles of Neck and Clinical Correlation by Dr. RIG.pptx
In the Game: Interactive Digital Media, Physical Activity, Health and Wellbeing
1. “In the Game”: Interactive
Digital Media, Physical
Activity, Health and Wellbeing
Southern California Clinical & Translational
Science Institute, May 16th 2011
Dr Alasdair G Thin BSc, PhD
Heriot-Watt University, Scotland
2. Translational Research
• concern about lack of • need practical
impact of traditional application of research
research
• require novel solutions
STRATEGY 8: Expand the definition of media for mediated interventions to include new and emerging
technologies such as global positioning systems, video gaming, and other technologies. Identify funding for
research to develop evidence that supports or opposes the use of existing and emerging technologies for
increasing physical activity.
TACTICS
• Encourage technology companies, such as cellular phone manufacturers and service providers, global
positioning systems manufacturers, and health-e games manufacturers, to research and develop products
and applications that promote and track physical activity.
3. Nature of the Problem...
“Our public health problems are
not, strictly speaking, public health
questions at all. They are questions
of individual lifestyle... They are the
result of millions of individual
decisions, at millions of points in
time.”
Tony Blair: Speech on Healthy Living, 2006.
4. Part of the Problem...
www.flickr.com/photos/malingering www.flickr.com/photos/bignavijp
6. Historical Trends in Energy Balance
Exciting EE < EI
F
?
O
O
D
EE > EI EE > EI
Bland
Bland EXERCISE Exciting
7. Principles of Systems Biology
• biological functionality is multilevel
• transmission of information is not one way
• DNA is not the sole transmitter of inheritance
• the theory of biological relativity; there is no privileged
level of causality
(Noble, 2008)
• gene ontology will fail without higher- level insight
• there is no genetic program
• there are no programs at any other level
• there are no programs in the brain
• the self is not an object
• list is incomplete - a genuine ‘theory of biology’ does
not yet exist
(Noble, 2003)
17. Health Agencies Getting Interested?
http://news.bbc.co.uk/1/hi/health/7262770.stm
http://www.nytimes.com/2007/04/30/health/30exer.html
18. 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
http://www.touchgenerations.com http://myhealthcoach.uk.ubi.com/
23. Games as:
“Cognitive-Emotional Integration Engines”?
Storytelling a significant feature of human
culture
Meaning making is important in Health
and Wellbeing (Narrative Medicine)
Games could help in health and wellbeing
“Meaning Making” process
24. The Magic Circle of Games
antonioperezrio.es
“...the consequences of the activity are negotiable” (Juul, 2005)
25. A Definition of Exergaming
Exergaming is a 'beneficial'
exertion experience gained
through the interfacing of physical
activity and multimedia gaming.
26. Persuasive Technology
Persuader
Companion (mobile phone)
Persistent
Anonymous ?
Data store and resources
Multi-modal
www.onzo.co.uk
Context-aware
Timely messages
Scaleable to population level
www.clearstandards.com (IJsselsteijn, 2006)
33. Social Media and Behavioral
Change
Positives Negatives
Affiliation Privacy
Access Opinions & Experiences Security
Participation
Khaled et al, (2006). Lect Notes Comput Sc, 3962, 104-107.
Peer Support
Goal Setting
Sense of Responsibility
34. Energy Expenditure
- (Calorie burn)
http://www.physoc.org/custom2/publications/proceedings/archive/article.asp?ID=Proc%20Life%20SciencesPC438
35. Exergames are Not All Equal in EE
Energy Expenditure
y
enc 6+ METs
equ
Fr
3-6 METs
2-3 METs
Muscle Mass
36. Potential Persuasive Features of Exergames
Degree of authority Positive experience
Develops skills Positive feedback
Exercise more Praises the player
accessible
Progress chart
General exercise tips
Reflects the player
Helpful suggestions
Rewards progress
Monitors usage
Tailors exercise
Negative feedback
Visually attractive
37. Gateway Effects of Exergaming
• Negotiable • Challenge-Skill Balance
Consequences • Motor Skill Development
• Social Inclusion • Exercise Self-Efficacy
• Loss of Self- • Energy Expenditure
Conciousness
• Enjoyment
38. Promoting Positive
Health Behaviour Change
Persuasive Message
(“Exercise is Good for You!”)
Perceived Future Reward
Persuasive Interactive
Experience
Immediate Real Reward
39. Which had most impact on Guitar
sales?
Gibson Digital Guitar Guitar Hero
$50M $1M
40. Which will have most impact on
Sports/Exercise?
2012 London Olympics Exergaming
$860M <<<$860M
41. Ottawa Charter &
EU White Paper
• Building Healthy Public Policy
• Create Supportive Environments
• Strengthen Community Action
• Develop Personal Skills
• Re-orientating Health Services
44. Drivers
Consumer Technology Expectations
New Non-traditional forms of gaming
New body movement sensors and controllers
Increasing Mobile Functionality
US Physical Activity Strategy
- “Encourage...health e-games manufacturers...”
Commercial Interest in Wellness
45. Maximising Opportunities
Experience Creation
Integrated Design Approach
Informed Wellness Behaviour Perspective
Seamless Data Capture (EMA)
Social Media Linkage
Cross-generational Game Play
Scaleability, Perceived Value, Pricing & Affordability