Search results
Jul 18, 2024 · For healthcare, games are poised to become another "fundamental force" accelerating adoption of new techniques alongside legacy forces such as lectures, videos and procedure guides.
- Introduction
- Methods
- Results
- Discussion
- Acknowledgements
Patient safety concerns call for the need to train medical personnel in simulated settings to reduce cost and patient morbidity. Technological innovations, such as virtual reality simulation and e-learning applications, have led to consistent improvement in learning outcomes, and already play a role in surgical residency training programmes1–3. A p...
Search criteria
A systematic search was performed of peer-reviewed literature on serious games used to educate professionals in medicine. Serious games were defined as digital games for computers, game consoles (such as PlayStation®, Sony, Tokyo, Japan; Nintendo®, Nintendo, Kyoto, Japan), smartphones or other electronic devices, directed at or associated with improvement of competence of professionals in medicine. Professionals in medicine were defined as individuals responsible for patient care (doctors, nu...
Study selection and assessment of serious games
PubMed, Embase, the Cochrane Database of Systematic Reviews, PsychInfo and the Cumulative Index to Nursing and Allied Health Literature (CINAHL) (all from January 1995 to April 2012) were searched for key terms (serious gam* OR videogame* OR video gam* OR gaming) AND (medical education OR educat* OR training). The last search date was 12 April 2012. In addition, reference lists of relevant articles were searched. In the search of the CINAHL database, the limitation ‘peer-reviewed articles’ wa...
Review of validation studies
Studies designed to validate serious games were assessed for achievement of steps in the validation process, according to criteria regarded as best evidence (Table 1)12,13. The predominant question to be addressed by validity testing is whether the instrument measures what it is intended to measure12. Content must be reviewed by experts on the subject. The instrument's face validity must be valued by both novice trainees and experts to gain acceptance. The parameters by which performance is o...
The systematic search identified 1151 articles. A total of 25 articles were found to be relevant, describing a total of 30 serious games (Fig. 1). These 30 games were divided into two categories. Category 1 consisted of 17 serious games developed specifically for educational purposes. Category 2 consisted of 13 commercially available games associat...
Serious games form an innovative approach to the education of medical professionals, and surgical specialties are eager to apply them for a range of training purposes. They have been adopted for various different goals, for example as an adjunct to existing simulator training or as a stand-alone method. Two forces play a driving role in the develop...
M.G. is funded by grant PID 101060 from Agentschap NL, a funding agency of the Dutch Ministry of Economic Affairs. M.P.S. and J.M.S. are funded partly by grant PID 101060. The funding agency had no role in the design and conduct of the study; collection, management, analysis and interpretation of the data; and preparation, review or approval of the...
- M. Graafland, Johannes Martinus Cornelis Schraagen, M.P. Schijven
- 2012
Nov 29, 2022 · The evidence uncovered in this study demonstrates a promising potential for leveraging AI-driven serious games for health care purposes, which in turn can inform future research efforts by demonstrating the status quo of research in this domain.
Feb 28, 2024 · Gamification, as it has been applied in the healthcare industry, involves naive opportunists taking advantage of well-meaning trainers and marketers to scrape the most shallow and obvious features of video games and slap them (ineffectively) onto boring content.
Dec 1, 2018 · Abstract. Health based games have significant potential as therapeutic interventions due to the inherent mechanisms associated with social and individual game play and their capacity for sensor integration, data capture analysis and patient feedback.
- James M. Kinross
- 2018
Jun 17, 2021 · In this episode of the McKinsey on Start-ups podcast, Daniel Eisenberg speaks with Dr. Tryggvi Thorgeirsson, the CEO and Co-founder of Sidekick Health, an Iceland-based start-up that works with pharmaceutical companies and insurers to provide gamified, digital care and therapeutic programs to help patients with disease management and treatments.
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Oct 5, 2023 · Healthcare-related games and their adjunctive technologies (including virtual reality) are poised to provide great educational resources for doctors, nurses, and allied health professionals as well as patients and families. This article discusses video games as educational tools for the medical profession.