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- 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. Healthcare is poised to be a major growth vector in the games industry, expanding the relevance of games to new audiences and genres.
www.forbes.com/councils/forbestechcouncil/2024/07/18/beyond-badges-and-buzzwords-replacing-gamification-with-real-game-design-in-healthcare/
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Feb 1, 2018 · We coded 1553 accessible games for an in-depth analysis and further assessed 1303 for usability. Popular health topics represented included: cognitive training (37.41%), indirect health education (13.33%), and medical care provision (9.98%). Most games (75.66%) could be completed within 60 minutes.
- Amy Shirong Lu, Hadi Kharrazi
- 10.1089/g4h.2017.0095
- 2018
- Games Health J. 2018 Feb 1; 7(1): 1-15.
Serious gaming/gamification appears to be at least as effective as controls, and in many studies, more effective for improving knowledge, skills, and satisfaction. However, the available evidence is mostly of low quality and calls for further rigorous, theory-driven research.
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.
May 7, 2019 · Improving Health Care by Gamifying It. by Mitesh S. Patel, Stacey Chang and Kevin G. Volpp. May 7, 2019. wragg/Getty Images. Summary. Physicians often struggle to help patients change their...
Nov 21, 2023 · By integrating video games into healthcare, providers can empower patients, enhance adherence, increase knowledge retention, and ultimately improve outcomes. We will also explore nine success stories and case studies highlighting the real-world impact of healthcare games -
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.