GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
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Les Serious Games santé vers la prescription d’applications ? | Tout savoir sur le sommeil

Les Serious Games santé vers la prescription d’applications ? | Tout savoir sur le sommeil | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Les Serious Games santé vers la prescription d’applications ? (RT @SylRP: Les Serious Games santé vers la prescription d’applications ?

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GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
#Gamification in #Healthace.. #seriousgames #ehealth #mhealth
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Google Maps' Failed Attempt to Get People to Lose Weight  #esante #hcsmeufr #digitalhealth

Google Maps' Failed Attempt to Get People to Lose Weight  #esante #hcsmeufr #digitalhealth | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Google Maps had a new feature: Walking distances were delivered in terms of calories.
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The four waves of augmented reality (that Apple owns)

The four waves of augmented reality (that Apple owns) | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
It's been said that augmented/virtual reality is the fourth wave of consumer technology, and that AR could become much bigger than VR. But AR itself is not..

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Richard Platt's curator insight, October 8, 4:47 PM

Consumer technology waves are not all the same. Some are ripples, others start small and swell to great heights and there’s an occasional tsunami. So what is each AR wave? Let’s start by defining them:

  • Mobile AR software:  AR software that works on standard smartphones/tablets, like Apple ARKit for iOS and Facebook’s Camera Effects Platform.
  • Mobile AR hardware: dedicated smartphone/tablet AR hardware and software, like Google Tango phones.
  • Tethered smartglasses: AR smartglasses requiring a smartphone/tablet or PC host, like Meta smartglasses.
  • Standalone smartglasses: Self-contained AR smartglasses with no host, like Microsoft HoloLens (which they call mixed reality).
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La chirurgie augmentée, c'est maintenant, et c'est en France !

La chirurgie augmentée, c'est maintenant, et c'est en France ! | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

La réalité augmentée a un fort potentiel de transformation pour les métiers manuels, en particulier quand ils évoluent dans des environnements complexes ou sensibles. Pas étonnant donc qu'elle intéresse autant les chirurgiens. L'accès simplifé aux images scanner des patients, à une meilleure visibilité "à travers la peau" et à une collaboration vidéo à distance promet de révolutionner leur métier. Et cette révolution est déjà là. La première opération "augmentée" aura lieu en France le 21 novembre 2017.

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Première mondiale avec une opération de l'épaule assistée par un casque de réalité augmentée, réalisée le 21 novembre prochain par le Pr Thomas Gregory 

Première mondiale avec une opération de l'épaule assistée par un casque de réalité augmentée, réalisée le 21 novembre prochain par le Pr Thomas Gregory  | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
La première opération au monde réalisée avec l'assistance du casque de réalité augmentée HoloLens se déroulera en France, le 21 novembre 2017

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Première expérience de "chirurgie augmentée" avec les lunettes HoloLens* à l'hôpital Avicenne (AP-HP)

Première expérience de "chirurgie augmentée" avec les lunettes HoloLens* à l'hôpital Avicenne (AP-HP) | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Premier site français d’information en continu sur les technologies de l’information et de la communication (TIC, NTIC) dans la santé

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Réduire la douleur avec la réalité augmentée

Réduire la douleur avec la réalité augmentée | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
La réalité augmentée est partout et de nouveaux usages apparaissent. Je suis allé à la rencontre de la Croix-Rouge française, soutenue par la Fondation APICIL qui mène le projet MINIDOCS.
Le contexte:
Les enfants paralysés cérébraux peuvent recevoir un traitement douloureux via des injections régulières de toxine botulique, afin de lutter contre les troubles du tonus musculaire. Ces injections provoquent des douleurs induites répétées toute la petite enfance et peuvent être à l’origine d’un stress traumatisant malgré les techniques médicamenteuses et non médicamenteuses mises en oeuvre. Il n’existe pas de recommandations sur l’utilisation de ces techniques. La population pédiatrique, et a fortiori dans le cadre de la paralysie cérébrale, est vulnérable. Afin de préserver la qualité de vie de ces patients et de leur famille, il est nécessaire d’étudier l’efficacité d’interventions non médicamenteuses sur la douleur.

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AVC, Alzheimer, Parkinson: un nouveau site de jeux vidéo thérapeutiques propose des rééducations à domicile

AVC, Alzheimer, Parkinson: un nouveau site de jeux vidéo thérapeutiques propose des rééducations à domicile | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
AVC, Alzheimer, Parkinson: un nouveau site de jeux vidéo thérapeutiques propose des rééducations à domicile

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Is Pharma "Gamification" Up to Snuff?

Is Pharma "Gamification" Up to Snuff? | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Gamification can be found everywhere—from boardrooms to classrooms, and even on social media. The practice has gained widespread recognition over the last few years through its incorporation into marketing, healthcare, business, politics, and technology design. Subsequently, pharma is embracing the recent trend in healthcare gamification, and utilising this technology to engage both healthcare providers (HCPs) and payers (including patients).

 

Research and case studies provide evidence that healthcare gamification improves both patient compliance and health outcomes. Using gamification as part of a marketing strategy can help companies deliver their message to a wider audience and boost marketing efforts in several ways.

 

  • Gamification can promote therapies.
  • Gamification can increase engagement between pharma, HCPs, and patients.
  • Gamification can facilitate physician education.

 

Interactive creativity, coupled with proactive health information endorsement, can help build the reputation of brand, increase customer engagement, and improve consumer loyalty. Although gamification within pharma marketing is still in its early stages, with several challenges to successful implementation, the potential benefits are wide-reaching. Indeed, the effective use of gamification could take pharmaceutical marketing to entirely new heights.

 

Further Reading:


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Pharma Guy's curator insight, September 21, 12:09 PM

The author claims that "gamification" improves patient compliance and health outcomes and that it can help pharma marketers deliver their message. Unfortunately, little evidence of this is provided. 

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La start-up française VirtualiSurg veut former les chirurgiens en réalité virtuelle

La start-up française VirtualiSurg veut former les chirurgiens en réalité virtuelle | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Si "c'est en forgeant qu'on devient forgeron", c'est aussi en opérant qu'on devient chirurgien. Difficile pourtant de bien s'entraîner lorsque la moindre erreur peut avoir des conséquences dramatiques pour la vie des patients. La start-up française VirtualiSurg veut pallier ce dilemme cornélien grâce à la réalité virtuelle. Elle a développé un prototype de formation à la sleeve gastrectomie et compte devenir la référence de la formation chirurgicale à travers le monde.

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Culture RP » E-santé : le jeu vidéo, une nouvelle forme de médecine digitale développée par Tilak Healthcare

Culture RP » E-santé : le jeu vidéo, une nouvelle forme de médecine digitale développée par Tilak Healthcare | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
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Des nanomachines capables d'éradiquer le cancer en 60 secondes

Des nanomachines capables d'éradiquer le cancer en 60 secondes | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Des scientifiques de l'université Durham présentent leur nanomachine capable de cibler et tuer une cellule cancéreuse en 60 secondes.

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Serious game therapy in world technology summit - InDaily

Serious game therapy in world technology summit - InDaily | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
The World Health Organisation has invited an Adelaide researcher to talk about his invention at a global forum in Geneva, Switzerland this week.

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Florian Morandeau's curator insight, August 15, 2:47 AM

As technology improves and smart devices become ubiquitous, so will gaming.

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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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PETRHA : un serious game Européen pour former les étudiants en physiothérapie  #hcsmeufr #esante #digitalhealth

PETRHA : un serious game Européen pour former les étudiants en physiothérapie  #hcsmeufr #esante #digitalhealth | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Destiné aux étudiants et formateurs en kinésithérapie, le projet PETRHA a permis de développer un serious game et un MOOC et souhaite devenir un outil à la fois

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HoloMed : une application Hololens pour la médecine du sport - GoGlasses

HoloMed : une application Hololens pour la médecine du sport - GoGlasses | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
HoloMed est une application Microsoft Hololens visant à mieux diagnostiquer et analyser les blessures de sportifs de haut niveau.

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Les jeux thérapeutiques sont-ils véritablement efficaces ? - L'Atelier BNP Paribas

Les jeux thérapeutiques sont-ils véritablement efficaces ? - L'Atelier BNP Paribas | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Condamnées par la FDA, les méthodes marketing infondées de Lumosity ont jeté le discrédit sur les jeux thérapeutiques. Pourtant, le jeu thérapeutique est appelé à un grand avenir pour peu s'il respecte les règles de commercialisation des produits de santé.

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LudoScience - 3e Etude IDATE sur les Serious Games disponible gratuitement !

LudoScience - 3e Etude IDATE sur les Serious Games disponible gratuitement ! | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
3e Etude IDATE sur les Serious Games disponible gratuitement !

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SimforHealth dans le dossier spécial de FrenchWeb sur  "130 start-up françaises qui font passer la santé à l'ère du numérique"

SimforHealth dans le dossier spécial de FrenchWeb sur  "130 start-up françaises qui font passer la santé à l'ère du numérique" | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Prise de rendez-vous médicaux en ligne, télé-médecine, gestion des soins à disance: de nombreuses start-up développent des outils pour digitaliser le parcours de soin.

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La plateforme de jeux vidéo thérapeutiques Curapy.com est officiellement lancée | Sante-Digitale.fr

La plateforme de jeux vidéo thérapeutiques Curapy.com est officiellement lancée | Sante-Digitale.fr | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Première plateforme de jeux vidéo Dispositifs Médicaux Numériques dédiés aux malades neurologiques, permettant une rééducation physique et cognitive.

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Virtual and Augmented Reality in Personalized Learning 

Virtual and Augmented Reality in Personalized Learning  | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
By Erik Day - We like to imagine what a VR experiences would look like if both tied to curriculum and tailored to students' competency via machine learning.

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Oskar Almazan's curator insight, September 22, 8:48 AM
The intersection of Virtual Reality (VR) and Augmented Reality (AR) and personalized learning is a pool into which current technology has only begun to dip its toes, but it is a topic that conjures up fantastic (in the literal, J.K. Rowling sense of the word) possibilities. I’m not just talking about pulling competency-appropriate 3D lessons from a repository of ready-made material, or VR training for the operation of heavy machinery. I like to imagine what a learning experience would look like wherein students have access to VR that is both tied to curriculum and automatically tailored to their competency via machine learning–aspects that are sorely missing in many current educational VR experiences (and which, admittedly, can instill a little apprehension when taken to the extreme).
 
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Un serious game pour la rééducation fonctionnelle à domicile

Un serious game pour la rééducation fonctionnelle à domicile | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Halim Tannous, doctorant au laboratoire BMBI, et Dan Istrate , titulaire de la Chaire E-Biomed, présentent un serious game permettant de favoriser l

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[Tribune] Le futur du paiement: la gamification de l'acte d'achat

[Tribune] Le futur du paiement: la gamification de l'acte d'achat | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Les distributeurs font face à un défi sans précédent concernant le taux de conversion. Rendre l'acte d'achat ludique via la gamification du paiement d'augmenter la conversion et rend les campagnes promotionnelles attractive, selon Gilles Brabant, directeur commercial France d'Ingenico ePayments.

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Une impressionnante vidéo de neurochirurgie à 360 degrés

Une impressionnante vidéo de neurochirurgie à 360 degrés | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Un hôpital londonnien a, pour la première fois, publié une vidéo d'une impressionnante opération de neurochirurgie à 360 degrés.

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4 Ways Augmented Reality Will Transform the Medical World

4 Ways Augmented Reality Will Transform the Medical World | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Looking to the near and distant future of medical technology, augmented reality (AR) will be central to innovation. The medical field will be enhanced dramatically via the rise of augmented reality products emerging in the market. In just a few years, the entire healthcare experience will look entirely different from the medical environment today. How so?

By overlapping valuable medical information with the real world – whether it be making visible patient information, mapping an individual’s body for surgery, or even venipuncture – AR can provide a hands-free, cost efficient/time-efficient approach for doctors to treat patients, teach medical students, and react quickly in emergency situations.

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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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Patrice FACIN's curator insight, August 23, 5:14 AM
"Une aide qui serait bien utile à ceux qui prennent soin des aliments qu’ils vont consommer, ceux qui suivent un régime alimentaire spécifique ou bien encore ceux qui souffrent d’allergie alimentaire."

En savoir plus sur la réalité augmentée ? Définition : http://www.realite-virtuelle.com/definition-realite-augmentee