GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
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« Serious Games & e-santé » : lancement d’un nouveau blog ultra-spécialisé !

« Serious Games & e-santé » : lancement d’un nouveau blog ultra-spécialisé ! | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Le Serious Game Blog. Le Serious Game vu par GENIOUS Interactive, concepteur et producteur de Serious Games. (Serious Games & e-santé : lancement d’un nouveau blog ultra-spécialisé !


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GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
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Tout savoir de son alimentation grâce à la réalité augmentée

Tout savoir de son alimentation grâce à la réalité augmentée | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Tout savoir de son alimentation grâce à la réalité augmentée

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Virtual reality brings future healthcare to life

Virtual reality brings future healthcare to life | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
An opportunity to slip into the sci-fi world of virtual reality will be on offer at a major Newton Abbot health fair. The cutting-edge goggle technology is regularly used by Torbay and South Devon …

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Florian Morandeau's curator insight, June 30, 3:06 AM

VR applications in training clinical staff.

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» Maladies rares : Sanofi Genzyme présente SOCRATE un serious game inédit à l’occasion de Futur en Seine 

Sanofi Genzyme présente le serious game « Socrate » à l’occasion de Futur en Seine, le plus grand festival européen du numérique à Paris.

Socrate a pour vocation de sensibiliser les médecins généralistes aux maladies rares et de faciliter l’orientation de leurs patients vers les centres experts.
L’errance diagnostique, une priorité de santé publique, demeure une question majeure pour les patients atteints de maladie rare : 25 % des patients attendent près de 4 ans avant que la recherche de leur diagnostic ne débute1.


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MindCotine uses VR to help users stop smoking, launches a crowdfunding campaign

MindCotine uses VR to help users stop smoking, launches a crowdfunding campaign | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
A new kind of smoking cessation program is launching on the crowdfunding platform Kickstarter. Called MindCotine, it is reportedly the first-ever Virtual Reality (VR) program that combine mindfulness practices, psychological therapies and community engagement to combat nicotine addiction.

The campaign aims to engage as many people as possible to join the MindCotine community, continue funding the development and worldwide distribution of the app.

MindCotine guides users through a mindfulness process, a mental state achieved by focusing on awareness on the present moment, while a biofeedback monitoring system trains them to control bodily processes. By becoming conscious of what the habit represents for each user, they are then able to better identify and take charge of their impulses and behavior. The program also provides users with the tools necessary to overcome the cravings and discomforts associated with tobacco withdrawal through a strong community platform with an AI component. Users are welcome to join and practice the skills acquired, as well as support other peers to overcome the source of the addiction.

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Designing games that change perceptions, opinions and even players' real-life actions

Designing games that change perceptions, opinions and even players' real-life actions | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Readers read, viewers watch and players do. That level of engagement gives games real power to influence people both within and outside the play itself.

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callooh's curator insight, May 27, 4:42 PM
The power of persuasive play
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Simulation numérique : les chirurgiens attendent l’haptique avec impatience

Simulation numérique : les chirurgiens attendent l’haptique avec impatience | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Les Rencontres de la Simulation Numérique en Santé de SimforHealth poursuivent leur tour de France à Toulouse.

Au menu de la 7ème étape demain : une démonstration de réalité virtuelle et une conférence sur ce thème.

L’objectif des organisateurs reste le même : faire découvrir ces solutions pédagogiques à l'ensemble des professionnels de santé pour qu'ils se les approprient.
Le Pr Christophe Meyer, chirurgien maxillo-faciale au CHU de Besançon, est convaincu par leur intérêt. Notamment dans sa spécialité, la chirurgie, qui fait encore figure de "parent pauvre" de la réalité virtuelle, selon lui.

Dans l’attente d’un retour de force
« Les solutions actuelles pour évaluer des connaissances théoriques sont tout à fait valables », explique Christophe Meyer.

« Par contre, si on veut former des chirurgiens manuellement, il faut passer à une autre simulation. Celle de l’acte chirurgical », poursuit-il. Et c’est là où le bât blesse pour le moment.

Même si l’horizon semble dégagé...


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France Silver Eco's curator insight, May 26, 8:51 AM

Qu'ils soient étudiant ou chef de service, les chirurgiens attendent beaucoup de la simulation numérique. Le défi à surmonter pour les éditeurs de solutions est celui de l'haptique. Ou comment retrouver la sensation du toucher. 

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Scopis : une application Hololens pour les chirurgies - GoGlasses

Scopis : une application Hololens pour les chirurgies - GoGlasses | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
La société Scopis a développé une application en réalité mixte, compatible avec les Hololens, pour optimiser les chirurgies de la colonne vertébrale.

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La réalité virtuelle pour améliorer l'équilibre des seniors

La réalité virtuelle pour améliorer l'équilibre des seniors | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

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Sondage : les principaux obstacles à l'adoption de la VR - GoGlasses

Sondage : les principaux obstacles à l'adoption de la VR - GoGlasses | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Une étude réalisée par le groupe d'experts VR Intelligence lève le voile sur les principaux obstacles à l'adoption de masse de la réalité virtuelle.

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Gamification : miser sur le ludique pour 'accrocher' les consommateurs.

Gamification : miser sur le ludique pour 'accrocher' les consommateurs. | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Infographie Gamification : miser sur le ludique pour "accrocher" les consommateurs.

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Réalité virtuelle : un casque pour diminuer l'anxiété des patients

Réalité virtuelle :  un casque pour diminuer l'anxiété des patients | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Réalité virtuelle : un casque pour diminuer l'anxiété des patients

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FELIX's curator insight, March 20, 4:11 PM
Un programme de réalité virtuelle permettant aux personnes stressées de sortir de leur spirale psychologique oppressante. 
Et pourquoi pas aux patients anxieux pour calmer leur degré d'appréhension face aux soins ?
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Virtual Reality Can Make the Pain of Surgery Easier to Bear

Virtual Reality Can Make the Pain of Surgery Easier to Bear | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
By distracting patients, VR could minimize the cost and risk of operations—and allow doctors to operate on patients outside the hospital.
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Comment la réalité virtuelle transforme le secteur de la santé ?

Comment la réalité virtuelle transforme le secteur de la santé ? | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Découvrez comment la réalité virtuelle transforme peu à peu le secteur de la santé dans différents domaines comme la chirurgie ou la psychothérapie.

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The Top 15 Examples of Gamification in Healthcare 

The Top 15 Examples of Gamification in Healthcare  | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Why is it so hard to change?

Sequin dresses, champagne and smiling faces counting down to the new year. Some kisses here and some resolutions there. This time, Samantha thought everything will be different. She made a resolution every year to change her lifestyle into something fitter but she could not make a lasting change in the long run. But this time, she was absolutely determined. In the first weeks of January, she bought new shoes and active wear, she started to spinning class twice a week and promised herself a biking weekend as a reward in the spring.

But then in February, Jim’s birthday celebration collided with her work out session, so she missed it out. Afterward, her mom needed to be brought to the hospital due to chest pains, while another time her fridge broke and needed to wait for the technician. March was already upon her when she realized – she does not go to the gym anymore.

Her story is one of ours, no matter whether it’s about sports, eating, reading more or working less. I spoke to Jurriaan van Rijswijk, Chairman of the Games for Health Europe Foundation, about why it is so hard to adopt new habits. The gamification expert said that motivation is one factor in changing behavior, but loyalty towards the subject of change is something people usually don’t consider. The money versus time issue is often why desired long–term behavioral change fails. So instead of trying to buy your way into change with sport clothing items or pricey devices, at first, you should start spending time exercising with limited resources and technology. Then gradually the new behavior becomes valuable, and you will spend more and more of your valuable time doing it.


Technology can be your coach supporting lasting change

The key to success is time commitment or loyalty to the subject. Both are really hard to reach, but there are factors making it easier. Some people are motivated by the feeling of community and socializing, others by getting rewards for certain achievements, competing against others, looking at data and measurements about small successes or making the whole process fun.

Technology can combine many of these factors and could become a resource liberating tool helping us spend more time on the desired goal. I have been measuring my health parameters and vital signs for years. I know that sometimes I run for another ten minutes just to beat my score from yesterday. However, there are many people for whom it is not enough motivation if you show their raw data, they need challenges, rewards or some community. Gamification can do the trick for them.


Gamification is the new buzzword in healthcare

Game play focuses and controls our attention, taps into our innate strengths, thrills us utterly, and compels us to greater resilience in the attainment of more powerful and effective skills. That’s why many believe it is perfect for behavior change in healthcare. A game is more than the automatic collector of vital signs and notifications. Gamified services engage us, keep us motivated and helps us down the bumpy road of change. It’s the combination of a great buddy and a considerate parent. That’s why I believe gamified solutions will spread like epidemics in healthcare as well.

But it is really difficult to find the right balance for digital tools to act as sources of motivation not turning into burdensome constraints or “digital whips”. In 2016, Fitbit announced that it was partnering with employers, corporations to track employees and mine that data in order to monitor employee health habits. Fitbit was introduced way before in several companies as “the corporate fitness tracker” creating common challenges and competitions for employees – which is fun and motivating. In an interview, Adam Pellegrini, VP of Digital Health for Fitbit told me Houston Methodist implemented a month-long step challenge where employees went head to head with their departmental CEOs. Average daily step count to beat was 16,000! Now that’s what I call a challenge!


But imagine that your boss knows about your fitness goals, sees your data – and has the capacity to forward it to the health insurance company deciding about your premiums! Imagine that you are making a lot of effort to lose weight but still your employer considers that it is not enough… Where are the boundaries of a motivating tool? How far could employers, moreover health insurance companies go when it comes down to the health or fitness issues of their employers or users? Complex and difficult questions which need to be answered soon!

Great game design is difficult

As you could already discern from the above, game design is a very difficult area. You need something which pulls you in but does not make you toxically addicted, which is fun but also informative, which creates achievable but not that easy challenges. Not to speak about the most problematic part of a gamified device or app: its ability to achieve lasting change.

There was a recent study which examined the effects of Pokémon Go. Shortly after the release of the little monster hunting adventure, there was a lot of enthusiasm that it would be a healthy addiction by getting users more active. Pokémon Go players’ steps went up from an average of 4256 steps per day to 5123 steps in the first week of playing the game. After that, though, there was a gradual decline back to where they started by the sixth week. That pattern was consistent across various subgroups based on neighborhood walkability, income level, age, and more.

However, there are good examples of apps and services that provide motivation, rewards and reinforce commitment. If we respect the fact that it will only work when participation is voluntary and self-motivated, they could really help in achieving great things. Here, I collected some of the most widely known game-based digital technologies in healthcare.


1) Physical fitness

I already mentioned Fitbit & Co: how common challenges can be set up through the Fitbit community interfaces and how competition could motivate better gym performances and step counts. EveryMove also counts on your competitiveness. It collects data from trackers and apps we already use to allow friends to compare one another’s progress. Social motivation, such as seeing that my friends went for a run today but I haven’t yet, is a strong one.

Blue Shield California, a not–for–profit health insurer, attempts to make wellness fun via social media. Participants earn points, badges, status, and see their progress. Blue Shield claims that 80 per cent of its employees have participated, and had a 50 per cent drop in smoking prevalence.

CaféWell does something similar with its health programs. It is focusing on giving guidance and support to people who want to live a healthier life. In its personalized programs, they focus on your own needs in order to eat better, incorporate exercise into your life, reduce stress or walk that extra mile. The app called Pact goes even further: it tracks fitness progress on mobile devices, and those members who don’t meet their fitness standards have to contribute money to a fund that rewards members who do meet their standards. The idea is simple: if you have to pay for something with your hard-earned money, you will think twice before growing lazy.


2) Medication and chronic condition management

Mango Health developed a smartphone application designed to motivate patients to take their medications on time. Users set the times when medications should be taken, and the app reminds them. It also provides information about the medications and warns about drug interactions and side effects. By taking the medications properly, users earn points towards gift cards or charitable donations in raffles held weekly.

Bayer’s Didget blood glucose meter, which connects to a Nintendo DS gaming platform, is intended for kids between 4 to 14. It helps manage their diabetes by rewarding them for consistent blood glucose testing. As points accumulate, new game levels and options unlock. There are leader boards with kids who collected the most points, web games and an online community as well.

The Austrian startup, mySugr also offers its gamified solutions for diabetes management in a fun way both for children (mySugr Junior app) and adults. As the creator of the cute diabetes monster, mySugr has already over a million registered users, is available in 52 countries and in 13 different languages. It was recently acquired by the global pharmaceutical company, Roche.


3) Gamification for kids

It is especially important to apply gamification for medical solutions aimed at children as they usually do not understand the importance of therapies or drugs for their health, in the long run, they just consider the short-term miseries. They do not want to swallow bitter pills or eat vegetables, do not want to go to therapy or stay in the hospital. Gamification can help forget kids that they are undergoing therapy or medical treatment. If they believe they are swallowing the secret of a long-gone civilization with the pill and only their enteric bacteria could decipher that code, they would gladly take any drug.

For example, the American Red Cross developed an app called Monster Guard focused on helping prepare children for emergencies. It teaches kids through “Monster Guard Academy” how to prepare and stay safe during home fires, hurricanes, floods or other disasters, and they get points and medals for completing tasks.

Raising a health-focused and fit child is also easier through gamification. Leapband or Vivofit jr., for example, encourages kids to stay on the move. The latter tracks steps, sleep and 60 minutes of daily recommended activity. Kids are able to earn coins to redeem for agreed-upon rewards, while parents can monitor the kiddos’ steps and active minutes, assign chores and even hand out those virtual rewards.


4) Physical therapy and rehabilitation

After a serious injury or a stroke, it is difficult and time-consuming to reach even an agreeable level of independence regarding movement or other activity. If you have trouble imagining what it’s like to tackle everyday challenges after waking up from an accident, try the SCI Hard gaming app developed by the University of Michigan. Gamified therapies could help in making rehabilitation more fun, stretching abilities playfully and divert attention from pain. Reflexion Health uses a video feedback system to correct the movements of patients practice physical therapy based exercises. The system works in patients’ homes. Movements are modeled by animated figures. Motion guided technology compares patients’ movements with those of the models and gives guidance and correction suggestions.

A Canadian company, GestureTek Health develops applications specific to health, disability, and rehabilitation. Its VR exercise programs enable patients to have fun while stretching their physical and cognitive capabilities. MindMaze created devices, which use virtual reality, brain imaging and gaming technologies to retrain the brain in stroke victims. It also works on solutions for spinal cord injury and amputee patients.


In the medical world, compliance is the word that is used to describe to what extent patients abide themselves by the therapy. Yet, as patients are more and more empowered, the expression becomes more and more offending as it assumes that patients are blindly following the doctor’s commands and do not follow recommendations voluntarily. Instead, they want to actively take part in their health, they want the patient-doctor relationship to be on an equal level. Instead of compliance, they want to be motivated on the long-run.

With digital health powered healthcare in the future, gamification will be the help already motivated patients need in order to stick to therapies without burdening efforts.


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Badges et gamification : les entreprises se prennent au jeu

Badges et gamification : les entreprises se prennent au jeu | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Badges et gamification : les entreprises se prennent au jeu

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On a testé Open Mind, ou comment gérer son stress grâce à la réalité virtuelle

On a testé Open Mind, ou comment gérer son stress grâce à la réalité virtuelle | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Présenté en avant-première au festival Futur en seine, le dispositif utilise des capteurs médicaux et un casque de réalité virtuelle pour lutter contre le stress, l’anxiété ou le burn-out.

Via Rémy TESTON, Gabriel David, Esposito Christelle, DIRECT MEDICA
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Getting serious with serious games in health professionals’ education - Hospital News

Getting serious with serious games in health professionals’ education - Hospital News | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
By Gilda Salomone Games have always been played in all cultures to amuse and distract. If you’ve ever played a quiz game like Jeopardy, you have experienced the emotional thrill of getting answers right and doing so before your opponents. Time goes by quickly, and you become completely immersed in the activity. Although all games

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Microsoft HoloLens Used By Surgeons To Operate On Patients With 'X-ray Vision'

Microsoft HoloLens Used By Surgeons To Operate On Patients With 'X-ray Vision' | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Makes it possible to see inside a patient in real time, while operating through minimally invasive openings

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Florian Morandeau's curator insight, May 21, 4:34 PM

Augmented Reality has the potential to fundamentally change the surgical experience.

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L'apprentissage par la simulation en santé

L'apprentissage par la simulation en santé | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

L’apprentissage par la simulation correspond à l’utilisation d’un matériel (comme un mannequin ou un simulateur procédural), de la réalité virtuelle ou d’un patient standardisé, pour reproduire des situations ou des environnements de soins, pour enseigner des procédures diagnostiques et thérapeutiques et permettre de répéter des processus, des situations cliniques ou des prises de décision par un professionnel de santé ou une équipe de professionnels.

La simulation est une méthode pédagogique qui commence à se développer en France depuis une dizaine d’années.

Elle s’adresse à tous les professionnels de santé, à tous les apprenants, afin de développer, de maintenir voire de renforcer leurs compétences pour prodiguer des soins réflexifs, de qualité, en respectant les critères de sécurité exigés, selon les recommandations de la Haute Autorité de santé (HAS) : Jamais la première fois sur le patient !2

La prévention des risques est une priorité. En effet, la simulation contribue fortement à la renforcer en mettant en scène les pratiques, en les analysant et en les réajustant autant que possible, avant d’y être confronté.

Tous les savoirs sont mobilisés, favorisant ainsi leur intégration et leur transférabilité dans l’action.

 

Les séances de simulation doivent respecter un cahier des charges défini afin de garantir une réelle efficacité.

Trois principes de base immuables sont à intégrer : l’utilisation d’un scénario avec des objectifs précis et mesurables, un briefing organisé et structuré, et une séance de débriefing prenant en compte les règles éthiques.

Ces techniques doivent être connues des formateurs afin d’éviter des écueils dans l’apprentissage ...


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France Silver Eco's curator insight, May 26, 8:48 AM

Alors que la simulation en santé se développze en France depuis une dizaine d'années, ce dossier de la revue SOINS nous en rappelle l'enjeu principal : pour qu'elle fasse sens, la simulation doit être au plus proche de la réalité et des exigences professionnelles de chacun des apprenants.

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Et si la réalité virtuelle était plus efficace que la morphine ?

Et si la réalité virtuelle était plus efficace que la morphine ? | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Des chercheurs américains ont utilisé un jeu en réalité virtuelle pour soulager la douleur de leurs patients. Et ça semble marcher.
Via Isabelle de Cuniac
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Isabelle de Cuniac's curator insight, May 11, 5:53 AM
Efficacité probante de la réalité virtuelle dans la prise en charge de la douleur: une réduction globale de 60 à 75% au cours de leur session de VR et de 30 à 50% immédiatement après. Une alternative prometteuse à la morphine.
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Avec Kinect, la rééducation va-t-elle devenir ludique ?

Avec Kinect, la rééducation va-t-elle devenir ludique ? | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Avec Kinect, la rééducation va-t-elle devenir ludique ?

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Psychothérapie VR - La réalité virtuelle pour soigner la santé mentale #hcsmeufr

Psychothérapie VR - La réalité virtuelle pour soigner la santé mentale #hcsmeufr | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
La réalité virtuelle peut permettre de soigner les différentes maladies mentales et autres troubles psychologiques. Découvrez la psychothérapie VR.

Via Rémy TESTON, BOUTELOUP Jean-Paul, Pharmacomptoir / Corinne Thuderoz
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LÜ réinvente l’activité physique avec le jeu vidéo

LÜ réinvente l’activité physique avec le jeu vidéo | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
LÜ réinvente l’activité physique avec le jeu vidéo

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Quand la réalité virtuelle révolutionne la médecine - GoGlasses

Quand la réalité virtuelle révolutionne la médecine - GoGlasses | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Dossier : les applications en réalité virtuelle et augmentée qui révolutionnent la médecine

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Réalité virtuelle et santé connectée

Réalité virtuelle et santé connectée | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Former la médecine par le digital et la santé connectée, c'est possible ! A ce sujet, la VR a de grandes perspectives de développement. On vous dit tout !

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Anne-Laure C.'s curator insight, February 28, 7:39 AM
Réalité virtuelle et santé connectée