Cet automne, des patients de l’Hôpital Charles-Lemoyne de Longueuil, en banlieue de Montréal, ont fait une première expérience en réalité virtuelle en voyageant ailleurs dans le monde tout en restant bien en place lors de séance de dialyse.
VERA is an all-in-one device that utilizes a tele-rehab platform to help patients perform prescribed in-home exercise programs while monitoring their compliance and reporting results back to their physical therapists. The goal is to increase patient access to rehabilitation services while also improving patient adherence.
Via Philippe Marchal
[UN JOUR, UNE START-UP] La start-up montpelliéraine Revinax veut optimiser la formation médicale grâce à la réalité virtuelle. Son application Surgevry, couplée à un casque VR, fait vivre à la place du chirurgien des opérations auparavant filmées en bloc opératoire. Revinax, qui souhaite lancer sa plateforme VR à la rentrée 2017, compte gagner en visibilité au CES 2017 de Las Vegas.
Before an operation, surgeons have to obtain the most precise image possible of the anatomical structures of the part of the body undergoing surgery. University of Basel researchers have now developed a technology that uses computed tomography data to generate a three-dimensional image in real time for use in a virtual environment.
Objective Smartphone games that aim to alter health behaviours are common, but there is uncertainty about how to achieve this. We systematically reviewed health apps containing gaming elements analysing their embedded behaviour change techniques.
Methods Two trained researchers independently coded apps for behaviour change techniques using a standard taxonomy. We explored associations with user ratings and price.
Data sources We screened the National Health Service (NHS) Health Apps Library and all top-rated medical, health and wellness and health and fitness apps (defined by Apple and Google Play stores based on revenue and downloads). We included free and paid English language apps using ‘gamification’ (rewards, prizes, avatars, badges, leaderboards, competitions, levelling-up or health-related challenges). We excluded apps targeting health professionals.
Results 64 of 1680 (4%) health apps included gamification and met inclusion criteria; only 3 of these were in the NHS Library. Behaviour change categories used were: feedback and monitoring (n=60, 94% of apps), reward and threat (n=52, 81%), and goals and planning (n=52, 81%). Individual techniques were: self-monitoring of behaviour (n=55, 86%), non-specific reward (n=49, 82%), social support unspecified (n=48, 75%), non-specific incentive (n=49, 82%) and focus on past success (n=47, 73%). Median number of techniques per app was 14 (range: 5–22). Common combinations were: goal setting, self-monitoring, non-specific reward and non-specific incentive (n=35, 55%); goal setting, self-monitoring and focus on past success (n=33, 52%). There was no correlation between number of techniques and user ratings (p=0.07; rs=0.23) or price (p=0.45; rs=0.10).
Conclusions Few health apps currently employ gamification and there is a wide variation in the use of behaviour change techniques, which may limit potential to improve health outcomes. We found no correlation between user rating (a possible proxy for health benefits) and game content or price. Further research is required to evaluate effective behaviour change techniques and to assess clinical outcomes.
L’application des nouvelles technologies au domaine de la santé ne se limite pas nécessairement aux transferts et au partage de données de santé. Après la formation en ligne ou e-learning, focus sur un nouveau moyen de formation pour médecins et patients : les serious games.
Via Vigipharm, Philippe Marchal
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