Virtual Patients, Online Sims and Serious Games for Education and Care
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Virtual Patients, Online Sims and Serious Games for Education and Care
Web based information reflecting VP's, online simulations and serious games in the field of health care education.
Curated by Nigel Wynne
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Mobile Edugame Market to Double by 2018, Says Ambient Insight CEO

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Alex Wade's insight:

The relative decline of PC sales coincides with the rise in mobile devices including smartphones, tablets and my personal favourite 'fablets'.  Accessing these technologies for education is the growth sector of pedagogy, and these games are targetting young learners who grow up with these devices as ambient rather than as prostheses. 


The driver behind these new innovations seems to be found in the software of yesteryear: Where do you want to go today?

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CATLATERAL DAMAGE - Play the Game

CATLATERAL DAMAGE - Play the Game | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Play the latest build here!
Alex Wade's insight:

It's not a virtual patient simulator, but this 'cat simulator' (has there been one before?!) is built in Unity 3D and this game (which is a fun way to spend two minutes) showcases the tech that is being used to develop healthcare simulators at BCU is adaptable, accessible and technologically able.


Go on, give it a go . . .

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Innovating and improving health through games | mHealthNews

Innovating and improving health through games | mHealthNews | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Alex Wade's insight:

As previously discussed here, using sims and games to help with mental health issues is a freeash way for games to engage with health considerations.  Interestingly, here games are also used as a method for broaching particularly difficult subjects including pallitative care: a difficult subject for the most communicative of families and particularly hard for those who have not discussed anything so intimate in the near past.


It is interesting to see games being used as a medium in the most literal sense of the word in that they provide an additional buffer to the sometimes misconstrued medium of language.


Interesting times for games in healthcare . . .

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NSA: new report unearths spying on Xbox Live, WoW, more | VG247

Alex Wade's insight:

This doesn't really fall under the premise of this site, but this is news that shows just how serious games have become as they are now sites for covelliance between security agencies in the West and their corporate new media bedfellows.


The most interesting quote comes from GCHQ, who, in typical political nu-speak, profess that they adhere to procedures, process and regulation but never actually say that they didn't take part in survelliance of gamers on Xbox Live or World of Warcraft.


Should we be surprised?  Perhaps not.  But we should be angry that the data that we willingly submit is used in a war that seemingly has no frontier, enemy or ends.  The Modern Warfare we engage with is not made by Infinity Ward but the governments who are democratically (it means rule by the people) elected to keep us safe.


Have we reached the point where we are all suspects?

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Taking games seriously

Taking games seriously | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
For decades, video games have strived for cultural relevance. Cultural identity struggles instigated by spats with politicians or critics from other media h…
Alex Wade's insight:

As Charlie Brooker's show on Saturday night demonstrated, it's interesting when mainstream media take on the niche, narrowcast world of videogames (/sarcasm). 


This is the same principle appiled from the specialist press to the academic interrogation of videogames.  Judging from the comments attached to readers of Eurogamer, one of the UK's most respected UK gaming sites, the constant cry demanding games be taken seriously is not really heeded and it resembles a bunker mentaility that belongs in the pre-history of videogames.


Nevertheless, the article itself runs through the great and the good of academic criticism, and as the art-form itself becomes more confident and established and academics are in positions where they grew up playing videogames, there will be a greater quantity and hopefully a greater quality of critique levelled at the most vibrant but misunderstood medium of the contemporary western world. 

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Surgeons Get Practice Using Brains Made on 3D Printers

Surgeons Get Practice Using Brains Made on 3D Printers | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
A new system to train brain surgeons uses 3D brain models created based on actual patients.
Alex Wade's insight:

Combining the best of high and low fidelity simulations, this is illustrative of the advances being made in brain surgery, where needles can be represented on a screen and physically through a mannequin.


The fact that the images are based upon real patients brings the reality of these mechanics closer to the bone, for want of a better term.

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Emma Winterman's comment, December 5, 2013 6:56 AM
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Health points: NHS patients to get personalised healthcare advice through tv and games consoles

Health points: NHS patients to get personalised healthcare advice through tv and games consoles | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
NHS patients in Scotland may soon be able to get personalised healthcare advice through their television or games console, under a new digital health project.
Alex Wade's insight:

Often, the focus for games and healthcare is on content and form, rather than on the infrastructure used to deliver it.  This innovation by NHS Scotland works on the idea that the objects that are used in everyday life for entertainment, can have a serious effect on healthcare and this time, it's not saying that TVs games' consoles and  phones are harming us, but could be saving us.


Kudos to the NHS for seeing the opportunities in electronic media for prevention and cure rather than cause . . .

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Video games, tablets and smartphones are 'a back injury time bomb'

Video games, tablets and smartphones are 'a back injury time bomb' | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Nearly three quarters of primary school children and nearly two thirds of secondary school age children have reported back or neck pain in the past year, a study found.
Alex Wade's insight:

While we advocate the benefits of video games in cerebral terms, the effect that games and new tech has on the body should not be underestimated, fundamentally changing our gait, posture and activity.  If, as many writers contend, our physical identities disappear to be replaced by online manifestations and avatars, the question arises of how we should look after the corporeal.

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The Elements of Learning 2.0: Students as the real workers in education : Mindworkers

The Elements of Learning 2.0: Students as the real workers in education : Mindworkers | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Alex Wade's insight:

This is not strictly associated with serious games, but many of the concepts Kerchner touches upon are valid to understanding how the individual operates when gaming: flow; reward scheduling; the prosumer.


The way he knits these concepts together makes this one of the most relevant and interesting pieces I have come across recently.  This was stumbled across when researching elements of learning, so it's a couple of years old, but never more relevant.

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20 Big Pharma and biotech mobile apps - 2013 - FierceBiotech IT

20 Big Pharma and biotech mobile apps - 2013 - FierceBiotech IT | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
20 Big Pharma and biotech mobile apps - 2013 FierceBiotech IT As well as adherence, diary and text-based education apps, this year's list features a mutant-cheese-fighting game from Genentech, a glaucoma simulation from Merck ($MRK) and a real-time...
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The Awesome Power of Gaming in Higher Education ~ EDTECH

The Awesome Power of Gaming in Higher Education ~ EDTECH | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it

by Tara E. Buck


"Games designer, author and researcher Jane McGonigal sees a future in education where MOOCs, live events and ordinary gamification initiatives all blend into a new way of learning, creating “extreme learning environments” full of opportunities for play and creation.


"McGonigal’s address Thursday at EDUCAUSE showed off many new types of games that are already well on their way to creating the future she described.


“We normally think of games as being fun, kind of trivial, maybe something to pass the time, but what if we thought about them as a platform for inventing the future of higher education?”


Via Jim Lerman
Alex Wade's insight:

Some really interesting facts and figures in here.  Are you one of the 71% of the workforce who is disengaged?  Are these emotions that you feel when playing a game (where's frustration?!?  Surely that can be positive too, particularly in relation to failure!)


Really interesting stuff from Jane McGonigal.

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Surgeons prep for high-tech surgery with Monkey Ball 2, other video games

Surgeons prep for high-tech surgery with Monkey Ball 2, other video games | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Surgeons at Florida Hospital Celebration Health have taken up playing video games. But it's not their new hobby — it's a way to get them ready for surgery.
Alex Wade's insight:

Although this is not really new, as videogames have been previously used as a 'warm up' for surgical interventions, it is interesting to see that this has been concretized with research undertaken by a surgeon at Florida Hospital.  It is certainly telling that the surgeons are using Super Monkey Ball, as a warm up and then using a surgery simulator afterwards.  We can only assume that this simulator is not this page's perrenial favourite, 'Surgeon Simulator' . . .


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Surgeon Simulator 2013 updated with two new space missions | VG247

Alex Wade's insight:

Surgeon Simulator, the big-hearted, full-blooded game from Bossa Studios has received an update and moved into space.  It's a brave person indeed who can undertake cardiac surgery in a zero G environment.


The physics are brilliant and the message reamains: medicine is difficult! Enjoy!

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Newcross Healthcare launches fast-paced A&E simulation game ‘Casualty Commander’

Newcross Healthcare launches fast-paced A&E simulation game ‘Casualty Commander’ | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Read the Latest World News and International News including Australia, US News and Europe, Middle East News.
Alex Wade's insight:

The cute graphics and the oversized heads are reminiscent of that great Bullfrog game, 'Theme Hospital', but this takes a slightly more serious view of the crunch time in A+E.  While it may be a stretch to call this a simulator, it's a fun introduction to the frenetic world of healthcare and may be a good way to introduce the profession to prospective healthcare professionals.


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Special Training Simulators At Genesis

Special Training Simulators At Genesis | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
There's a new way for the nursing staff at Genesis to get more hands-on training and we got a chance to see the new simulators that help in surgery and other procedures.
Alex Wade's insight:

This shows the importance of high-fidelty simulators to healthcare training for nurses.  The simulatory material is top quality and there are a range of different interactions (wound, screen, circulatory) undertaken with the simulation.  


The interview gets cut off in mid-flow but there is enough to give an overview of the state-of-the-art of healthcare simulators.

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The Day - Computer simulators aid Pfizer
| News from southeastern Connecticut

The Day - Computer simulators aid Pfizer<br/> | News from southeastern Connecticut | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Alex Wade's insight:

We usually view healthcare simulators as those which assist in the application of practice to healthcare, but simulators have been used extensively in predicting the future of disease and virus development for generations (remember the famous 'see the x440' scene in Crichton's Andromeda Strain).


What is heartening here is the sharing of information between pharmaceutical companies to build simulation tools for the common cause of fighting our most debliltating diseases.

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$100 million worth of orders booked for CAE

$100 million worth of orders booked for CAE | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
CAE Inc. (TSX:CAE) says it has booked more than $100 million worth of orders from its defence and security customers.
Alex Wade's insight:

In and of itself, this is not a massive story: large corporation gets big deal to shore up security in oil-rich nation. 


Nevertheless, at a recent conference in the UK (ASPiH) CAE were the chief sponsors and it is interesting to see the overt link between aviation simulation contracting and healthcare simualtion contracting: a twinning that is only going to grow in the coming years.

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Charlie Brooker’s ‘How Videogames Changed the World’ gets new teaser, watch here | VG247

Alex Wade's insight:

Videogames don't get anywhere near the coverage that they deserve in broadcast media, so it's great to see the lagubrious, deliciously morose Charlie Brooker address this in a new feature on Saturday 30th November at 2100 on Channel 4.


Brooker is a witty, incisive commentator and has produced/directed many darkly satirical visons of the contempoary world including Nathan Barley (well weapon) and Black Mirror. This time he will show the world-changing technology of games in a braodly positive light and for that we should all be thankful.

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Can games have positive effects on young people’s lives? - The Almagest

Can games have positive effects on young people’s lives? - The Almagest | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Researchers from Birmingham City University and Birmingham Children’s Hospital are exploring how computer games and game based learning can be applied in the healthcare sector in a bid to boost young people’s understandings of medical...
Alex Wade's insight:

Our colleagues in technology at Birmingham City University have teamed up with Birmingham Children's Hospital to examine the methods by which games can help children develop skills and strategies for living with long-term illnesses.


Focussing on the human factors deriving from rewards and and encouragement which are central to any game mechanics.  Again, the theme arising from the research is increasingly: what positive effects to games have and less to do with the negative effects which are linked into compounding lifestyle factors (obesity, high blood pressure, type 2 diabetes).


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Four factors driving gamification in healthcare | mobihealthnews

Four factors driving gamification in healthcare | mobihealthnews | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Alex Wade's insight:

In light of Obamacare and the furore surrounding the roll-out of the website, it is telling that this article advocates a move from the top-down modle of healthcare-insurers-patients, to patients as consumers with a choice in the market, with healthcare communicated through games.


What I found most interesting is the fact that 18-27 year-olds in the US are most likey to be uninsured and they are the population most sought after as they are the healthiest. 


And yet, aren't videogames bad for us?! (see previous article)

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Literacy in the digital world of the 21st century: Learning from computer games

Literacy in the digital world of the 21st century: Learning from computer games | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
LECTURE: "Literacy, Learning & Videogames" by Prof Catherine Beavis (2012-12-07 4pm) @QCAgriffith http://t.co/cuWXmX1z...

Via Teresa McDaniel
Alex Wade's insight:

With the recent fervour surrounding the positives and negatives of videogames and literacy, it is useful to see that videogames are seen to have a positive impact on this area of work.  There's a lot in this, from learning through the subtitles in Mass Effect, to the 'convergence culture' surrounding fan fictions and user generated content.

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8 Online Games for Inspiring Students

8 Online Games for Inspiring Students | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Eight brilliant online games that can engage, inspire and equip students with the tools and ambition to approach a whole host of exciting careers and paths.

Via Beth Dichter
Alex Wade's insight:

This is clever stuff here, applying Nobel Prize winners to the gaming arena:  Pavlov's Dog is my favourite - back to 1st year undergraduate Sociology!

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TopMBA's comment, December 5, 2013 1:48 PM
Great scoop! You may also enjoy this article: http://www.topmba.com/blog/online-game-offers-scholarship-route-simon-mba-mba-news
TopMBA's comment, December 5, 2013 1:48 PM
Great scoop! You may also enjoy this article: http://www.topmba.com/blog/online-game-offers-scholarship-route-simon-mba-mba-news
TopMBA's comment, December 5, 2013 1:48 PM
Great scoop! You may also enjoy this article: http://www.topmba.com/blog/online-game-offers-scholarship-route-simon-mba-mba-news
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Medical simulation market to reach $1.9B by 2017 - FierceHealthIT

Medical simulation market to reach $1.9B by 2017 - FierceHealthIT | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Medical simulation market to reach $1.9B by 2017
FierceHealthIT
The training goes beyond just technical skills, though.
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Lionel Reichardt / le Pharmageek's curator insight, March 16, 2014 6:35 AM

Pharmageek partenaire de Interaction Healthcare à l'occasion de la conférence :

"Du serious game au Google glass, comment la simulation numérique peut changer la pratique du médecin et la vie du patient ?"

qui aura lieu

le 3 avril prochain à PARIS


INSCRIVEZ VOUS

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Finnish Doctors Are Prescribing Video Games for ADHD

Finnish Doctors Are Prescribing Video Games for ADHD | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Can gaming really change your brain?
Alex Wade's insight:

Using games to rewire the way people think shouldn't be too much of a leap for those who believe videogames change behaviour for the worse.  However, if that is the case then the opposite should apply: that games can be used for positive purposes and this is one example of progress in this area.  As a complementary therapy there surely can be no harm in opening new avenues for exploration and, hopefully, one day there will be no need for drugs and gaming will solve ALL of the problems in the world!!!! 


Until that day, there's this fascinating research to read about in how gaming is moving therapy forwards . . .

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New Card Game Teaches the Art of Diagnosis Through Repetition and Practice (VIDEO)

New Card Game Teaches the Art of Diagnosis Through Repetition and Practice (VIDEO) | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
From the makers of Healing Blade (which we covered back in 2010), comes a new card game by Nerdcore Medical that is intended to be a study aide for individ
Alex Wade's insight:

OK, so it's not an online simulator, but all the best RPGs that are around today originated from pencil, paper and cards.  Occam's Razor  is fine example of incremental learning and it can be utilised across a range of different card games, from solitaire to gin rummy.


It looks like this is the best kind of repetitition matched with fun, and, as our children keep showing us, isn't that the best way to learn?

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