GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
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GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
#Gamification in #Healthace.. #seriousgames #ehealth #mhealth
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Conférence exceptionnelle : La simulation numérique au service du patient le 9 avril 2015 #hcsmeufr #mustgo

Conférence exceptionnelle : La simulation numérique au service du patient le 9 avril 2015 #hcsmeufr #mustgo | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Lionel Reichardt / le Pharmageek's insight:

PLACE TO GO

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Akili's Double-Blind, Randomized Clinical Trial of ADHD Video Game: Seeks #FDA OK

Akili's Double-Blind, Randomized Clinical Trial of ADHD Video Game: Seeks #FDA OK | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Akili Interactive Labs will soon launch a clinical trial, called STARS-ADHD, that will evaluate the efficacy of its video game intervention for children with ADHD. The company plans to enroll a minimum of 300 children aged 8 to 12 years for its double-blind, randomized, controlled trial.

 

“Project: EVO has shown early promise to help improve attention and neurocognition in cognitive disorders like ADHD,” STARS-ADHD Principal Investigator Scott Kollins, who is a professor of psychiatry and the director of the ADHD Program at Duke University School of Medicine, said in a statement. “We look forward to enrolling patients and advancing the study and validation of this potential new treatment option for young patients with ADHD.”

 

Akili’s offering, a video game called Project: Evo, is based on research from UCSF. The game is designed to treat cognitive conditions. To play it, a user navigates an alien avatar, chosen specifically because it is culture-neutral but also relatable, down a course by tilting a mobile device back and forth. While navigating the alien, the user must also respond to targets by tapping the screen. The app keeps track of movements and can therefore monitor the user’s behavior and quickly adapt to the player.

 

If the STARS-ADHD trial, which has been in piloting phase since November, meets certain goals, the company will submit an application for an FDA clearance.


Via Pharma Guy
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Pharma Guy's curator insight, May 6, 12:22 PM

Will the FDA approve a video game as an effective treatment for a medical condition? Even if it is approved, will health insurers/patients pay for a game treatment after being conditioned all these years to think only of drugs as treatments? Will physicians prescribe the game to their patients? That would require overturning the entire drug-physician industrial complex! For more on that, read this 2012 Pharma Marketing Blog post: "The Next New Drug: An FDA-Approved Video Game"; http://bit.ly/1NnYuDf

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Be careful where you are looking! Eye-tracking technology the next big thing in #AR and #VR

Be careful where you are looking! Eye-tracking technology the next big thing in #AR and #VR | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
The San Francisco-based firm, Eyefluence, states its technology enables users to ‘to transform intent into action through their eyes,’ and will revolutionise head mounted displays.

Via Gary Hayes
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Gary Hayes's curator insight, May 4, 10:57 PM
Quote "The technology's eye interaction relies on image processing and eye-tracking algorithms to work out a 'gaze vector' to see where the user is looking and for how long. It factors in tiny movements made by the eyes, called saccades, to work out where the eye's gaze is moving to next. By analysing these biological factors, Eyefluence said the technology can enable users to interact with the virtual and augmented worlds as fast as they can think. The technology would enable users to wear a virtual reality headset, such as Facebook's Oculus Rift, without the need for hand gestures or controllers to select and navigate. Read more: http://www.dailymail.co.uk/sciencetech/article-3570892/Eyefluence-headset-uses-LASERS-let-control-virtual-worlds-using-just-eyes.html#ixzz47kL6udsi Follow us: @MailOnline on Twitter | DailyMail on Facebook"
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5 raisons pour lesquelles la réalité virtuelle est un dispositif thérapeutique prometteur | Voix des patients

5 raisons pour lesquelles la réalité virtuelle est un dispositif thérapeutique prometteur | Voix des patients | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Initialement, elle n’était pas du tout destinée à être utilisée à des fins thérapeutiques, mais depuis quelques années, le monde médical s’intéresse à cet univers interactif. En effet, plusieurs études ont mis en avant les bénéfices pour les patients, en complément bien sûr d’une poursuite des traitements.   1. Détecter, mesurer la progression et guérir …

Via Jerome Leleu
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Article : Le serious game, applications thérapeutiques en psychiatrie - E-Santé - Actualités - Psycom

Article : Le serious game, applications thérapeutiques en psychiatrie - E-Santé - Actualités - Psycom | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
[Psy et geek] Les jeux vidéo débordent de leur niche ludique et interviennent dans des secteurs comme la formation, l’information, la publicité ou la psychiatrie. Ces jeux dont le but principal n

Via Nordine Ghachi
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Un simulateur virtuel pour les équipes d’urgence

Un simulateur virtuel pour les équipes d’urgence | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Pour mieux former certains personnels médicaux face aux situations de crise comme les attentats, une équipe pluridisciplinaire de chercheurs met au point un simulateur virtuel doté d'intelligence artificielle.
Via Chèque Santé
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Réalité virtuelle & augmentée : Comment progressent les usages dans la communication des entreprises ? | Le blog du Communicant

Réalité virtuelle & augmentée : Comment progressent les usages dans la communication des entreprises ? | Le blog du Communicant | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Le site américain spécialisée en nouvelles technologies de l'information et de la communication (NTIC), TechRepublic vient de réaliser une étude sur la
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1ère mondiale : une opération va être filmée à 360° et diffusée en réalité virtuelle

1ère mondiale : une opération va être filmée à 360° et diffusée en réalité virtuelle | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Le 14 avril 2016 aura lieu la première opération chirurgicale filmée à 360° et visible en direct en réalité virtuelle.
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LabQuest est un logiciel de formation qui simule le travail en salle blanche de production pharmaceutique.

LabQuest est un logiciel de formation qui simule le travail en salle blanche de production pharmaceutique. | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
LabQuest est un logiciel révolutionnaire de formation aux GMP pharmaceutiques qui permet de réduire les déviations de 71%

Via Yasmine Kasbi
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Un patient atteint de Cancer va être opéré en réalité virtuelle

Un patient atteint de Cancer va être opéré en réalité virtuelle | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Un patient atteint de Cancer va être opéré en réalité virtuelle. Le Dr. Ahmed diffusera l'opération en direct en VR dans un but éducatif. Une première !

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Santé : Amiens ouvre le plus grand centre de simulation en Europe

Santé : Amiens ouvre le plus grand centre de simulation en Europe | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Enseigner, former et développer la recherche médicale en reproduisant les conditions d'exercice réelles. C'est l'objectif de SimUSanté, le centre d'apprentissage innovant créé à Amiens par le CHU et l'université de Picardie Jules-Verne. Implanté dans l'enceinte même de l'hôpital, ce pôle d'une superficie de 3.600 mètres carrés, présenté comme le plus grand d'Europe, abrite une cinquantaine de salles de simulation, réparties sur trois étages.

Via Herve Ansanay
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How 'Life Is Strange' Uses Games As a Storytelling Platform to Help People

How 'Life Is Strange' Uses Games As a Storytelling Platform to Help People | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Via The Digital Rocking Chair
Lionel Reichardt / le Pharmageek's insight:

 

James Clements:  "For years, games have acted as escapism. Life is Strange, however, could be described as the exact opposite. What happens when a game gets you to look at your own life instead? Well, in Life is Strange’s case, an incredibly powerful story that can bring comfort and relatability."

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Soraia Ferreira's curator insight, March 22, 5:29 AM

 

James Clements:  "For years, games have acted as escapism. Life is Strange, however, could be described as the exact opposite. What happens when a game gets you to look at your own life instead? Well, in Life is Strange’s case, an incredibly powerful story that can bring comfort and relatability."

blaucloud's curator insight, March 22, 7:56 AM

 

James Clements:  "For years, games have acted as escapism. Life is Strange, however, could be described as the exact opposite. What happens when a game gets you to look at your own life instead? Well, in Life is Strange’s case, an incredibly powerful story that can bring comfort and relatability."

Art Jones's curator insight, March 22, 12:10 PM

 

James Clements:  "For years, games have acted as escapism. Life is Strange, however, could be described as the exact opposite. What happens when a game gets you to look at your own life instead? Well, in Life is Strange’s case, an incredibly powerful story that can bring comfort and relatability.

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Un serious game de sensibilisation sur les risques liés au tabac

Un serious game de sensibilisation sur les risques liés au tabac | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Un serious game de sensibilisation sur les risques liés au tabac

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Gem Partners With Philips for Blockchain Healthcare Initiative - CoinDesk

Gem has launched an initiative aimed at promoting exploration of blockchain in the healthcare sector.
Via Pharmacomptoir / Corinne Thuderoz
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Intelligence artificielle : DeepMind va analyser les données d'1,6 million de patients | Presse-Citron

Intelligence artificielle : DeepMind va analyser les données d'1,6 million de patients | Presse-Citron | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Intelligence artificielle et Big Data sont des mots faisant régulièrement la « Une » de l’actualité car ce sont deux secteurs en pleine explosion et au
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Mobile game helps researchers better understand getting lost because of dementia

Mobile game helps researchers better understand getting lost because of dementia | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Deutsche Telekom has launched a mobile game, called Sea Hero Quest, designed to help researchers improve their understanding of spacial navigation.
Via Philippe Marchal
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Santé : apprendre en simulant, à Amiens un campus de pédagogie unique en Europe

Tout semble vrai ou presque. Le patient est un mannequin rempli de capteurs. Fréquence cardiaque, pression artérielle, saturation d’oxygène… Une tablette permet de le piloter à distance pour être plus en lien avec la réalité. "SimUSanté", centre polyvalent de simulation médicale, le plus grand d’Europe, permet aux futurs professionnels de santé de se perfectionner en toute sécurité.

Via Rémy TESTON
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A Beautiful Visual on The Importance of Games in Learning ~ Educational Technology and Mobile Learning

A Beautiful Visual on The Importance of Games in Learning ~ Educational Technology and Mobile Learning | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

by Med Kharbach


"Games are very important for learning and James Paul Gee has empirically proved this in his wonderful book " What Video Games Have to Teach Us about Learning and Literacy". Gee argues that games,particularly video games,  require the players to learn and think in ways at which they are not adept. He further states that games provide a life enhancing experience for learners and they also revolutionize the routinized ways of learning through fusing learning and play. You can learn more about Gee's book in this post I have published a few months ago.

"Regarding the importance of games and why they are good for learning, I am sharing with you the graphic below which visualizes some of the pluses of playing games for learners. Check it out and share with us what you think of it."


Via Grant Montgomery, Jim Lerman, Jan Anema
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Catherine Young's curator insight, March 19, 2014 10:53 AM

Great visual to remind us that effective learning should also be fun and engaging.

Barbara Gross's curator insight, April 6, 2014 3:32 AM

Read also: http://www.ranj.com/content/serious-gaming

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CiNaCity : serious game pour les gestes de premier secours

CiNaCity : serious game pour les gestes de premier secours | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
premier secours

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Not only, but Facebook has a lesson to learn from Nintendo’s massive 1990s virtual reality failure

Not only, but Facebook has a lesson to learn from Nintendo’s massive 1990s virtual reality failure | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
On Monday, Mar. 28, Facebook's Oculus started shipping its first virtual reality headset to consumers. But it may have a hard time convincing US users to try it out: The last time a large multinational company tried to bring virtual reality gaming to the world was 21 years ago, and it was a categorical failure. In th

Via Gary Hayes
Lionel Reichardt / le Pharmageek's insight:
Quote "Back then, Nintendo was as much a household name as Facebook is today. The company stuck to its core area of expertise—videogames—but its characters appeared in movies, TV shows, cartoons, and just about every piece of clothing and merchandise imaginable. After revitalizing the videogame market with its 1985 Nintendo Entertainment System, Nintendo followed up with two more smash hits: the Game Boy and the Super Nintendo. The next step, some believed, was to translate the gaming company’s success to a new medium."
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Gary Hayes's curator insight, March 31, 7:38 PM
Quote "Back then, Nintendo was as much a household name as Facebook is today. The company stuck to its core area of expertise—videogames—but its characters appeared in movies, TV shows, cartoons, and just about every piece of clothing and merchandise imaginable. After revitalizing the videogame market with its 1985 Nintendo Entertainment System, Nintendo followed up with two more smash hits: the Game Boy and the Super Nintendo. The next step, some believed, was to translate the gaming company’s success to a new medium."
Fausto Cantu's curator insight, March 31, 9:08 PM
Quote "Back then, Nintendo was as much a household name as Facebook is today. The company stuck to its core area of expertise—videogames—but its characters appeared in movies, TV shows, cartoons, and just about every piece of clothing and merchandise imaginable. After revitalizing the videogame market with its 1985 Nintendo Entertainment System, Nintendo followed up with two more smash hits: the Game Boy and the Super Nintendo. The next step, some believed, was to translate the gaming company’s success to a new medium."
Rise Zone's curator insight, April 1, 7:01 AM
Quote "Back then, Nintendo was as much a household name as Facebook is today. The company stuck to its core area of expertise—videogames—but its characters appeared in movies, TV shows, cartoons, and just about every piece of clothing and merchandise imaginable. After revitalizing the videogame market with its 1985 Nintendo Entertainment System, Nintendo followed up with two more smash hits: the Game Boy and the Super Nintendo. The next step, some believed, was to translate the gaming company’s success to a new medium."
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1ère mondiale : une opération va être filmée à 360° et diffusée en réalité virtuelle

1ère mondiale : une opération va être filmée à 360° et diffusée en réalité virtuelle | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Le 14 avril 2016 aura lieu la première opération chirurgicale filmée à 360° et visible en direct en réalité virtuelle.

Via Rémy TESTON
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Neurochirurgie sous réalité virtuelle

Neurochirurgie sous réalité virtuelle | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
“ Plongé dans un univers de réalité virtuelle, le patient éveillé a subi l’ablation d’une tumeur cérébrale. Cette première... Sujets liés France, Matériels médicaux - L'information de l'industrie”
Via Valérie Lascaux, Alain Codaccioni
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Virtual Reality Fixing Global (un-) Health

Virtual Reality Fixing Global (un-) Health | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Virtual Reality Fixing Global (un-) Health

Via Julie O'Donnell
Lionel Reichardt / le Pharmageek's insight:
Could virtual reality play a role in surgical education & bridging the gap between patients in need and the in-demand surgeons that could be miles away?
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Julie O'Donnell's curator insight, March 29, 3:27 PM
Could virtual reality play a role in surgical education & bridging the gap between patients in need and the in-demand surgeons that could be miles away?
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Don't Dismiss "Pontification" in Healthcare Gamification, Says Harvard Expert

Don't Dismiss "Pontification" in Healthcare Gamification, Says Harvard Expert | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Gamification has a perennial presence at health tech conferences, but never seems to take central stage. At a late-day session at HIMSS16, Amanda Havard, Chief Innovation Officer at Health: ELT and Charlie Schroder, a digital strategist and consultant, talked about what’s holding the space back and how health stakeholders can launch gamified apps that work.

One topic that frequently comes up in gamification discussions is “pointsification”, or apps where the only game-like strategy is the use of badges and points to motivate people. While Havard and Schroder acknowledged the controversy about whether that really counts as gamification, they also said that points and badges are very powerful motivators and shouldn’t be dismissed.

“If you want somebody to do something, go to the next screen, or get them to physically go to a place, use the location services, have them check-in, and give a happy little exploding confetti reward for that on the phone, and you’d be shocked at how effective that is,” Havard said.

“In Silicon Valley we’ve played around with a number of incentives including cash rewards versus badges and points, and badges and points win out every time over cash, over anything tangible, and it’s across every demographic,” Schroder added.

The two cited several examples of healthcare gamification efforts with powerful effects. One game, from 1997, was designed to help kids manage diabetes and led to a 77 percent reduction in urgent care visits. In another case, kids who played Super Mario Bros before surgery had a dramatic reduction in anxiety both before and after surgery. In another, people were motivated to exercise after doing virtual exercise in a game with an avatar that looked like them. 

During the question and answer period of the session, Havard and Schroder addressed why such positive data didn’t lead to broader adoption or more attention on the space. 

“There are a lot of question marks over therapy that’s a digital tool — Where does that fall? Who needs to say that’s ok? Is there liability attached to that?” said Havard. “I tend to think that the unknown aspect here is what’s really keeping this from blowing up. If you think about what would happen if you had a drug that posted these kinds of numbers, that’s great, but that’s because there’s already a concrete vetting process of how you do a clinical trial, how you evaluate a drug.”

In order to make gamified apps and health games work in the real world, Havard — whose background is in working with Medicaid populations — had a number of concrete suggestions for healthcare stakeholders. The overarching theme was the importance of taking games seriously. 

“You need executive buy-in,” she said.


Via Pharma Guy
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Jeux sur l'alimentation de l'Alimentarium

Jeux sur l'alimentation de l'Alimentarium | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Jeux sur l'alimentation de l'Alimentarium

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Digital Health Games for Your Kids

Digital Health Games for Your Kids | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Kids now grow up using mobile technologies, so digital health is not shying away from reaching out to the younger generation. Children tend to be a very open-minded audience, able to absorb useful information presented to them in compelling, innovative ways. Digital health strategies can engage them and help them develop healthy habits while habits are still forming. However, since this is a vulnerable and impressionable population, safety standards need to be considered, and parental support and involvement is beneficial.


Via Mike Rucker, Giuseppe Fattori, eMedToday
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