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.
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 …
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
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.
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."
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.
"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."
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
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."
“ 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
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.
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.
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