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
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PLACE TO GO

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Cancers de l'enfant : le CHU de Toulouse lance un serious game

Cancers de l'enfant : le CHU de Toulouse lance un serious game | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Un serious game visant à accompagner les enfants et leur parents dans la prise en charge d'un cancer va être lancé par le CHU de Toulouse. Il s'agit du premier jeu destiné à l'oncopédiatrie en France.
 

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Psychanalyse, comportementalisme et réalité virtuelle au service des phobiques

Psychanalyse, comportementalisme et réalité virtuelle au service des phobiques | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Réalité virtuelle, psychanalyse, comportementalisme, ou les trois à la fois? Pour soigner les phobies, la méthode importe peu. Ce qui compte, c'est le résultat. Explication de notre contributeur, le psychanalyste Rodolphe Oppenheimer.

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11 effets surprenants que les jeux vidéo ont sur votre cerveau - SciencePost

11 effets surprenants que les jeux vidéo ont sur votre cerveau - SciencePost | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Les jeux vidéo ont toujours eu la réputation d’être violents et débilitants. Pourtant, de récentes études montrent qu’ils améliorent des capacités cognitives différentes selon le type de jeu. Et quand on sait que plus de 50% des Français jouent chaque semaine aux jeux vidéo, ce ne sont pas des informations à prendre à la légère ! Et si les jeux vidéo permettaient d’accroître ses capacités ? De nombreuses études récentes montrent que jouer aux jeux vidéo a bel et bien un impact positif sur le cerveau. Il semblerait qu’en jouant, on améliore la formation de notre mémoire, notre orientation spatiale, notre capacité à mettre en place des stratégies, ainsi que nos facultés motrices. C’est ce qu’explique parfaitement cette infographie réalisée par Poki …

Via Jerome Leleu
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Samsung Bioepis: the creation of a biosimilar giant that is ‘here to stay’, execs tell TPL

Samsung Bioepis: the creation of a biosimilar giant that is ‘here to stay’, execs tell TPL | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
The biosimilars pipeline of the South Korean company Samsung Bioepis would be highly impressive if it belonged to a long-established, world-leading pharma giant
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Stanford to investigate using virtual reality for psychiatric treatment

Stanford to investigate using virtual reality for psychiatric treatment | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
The Stanford University School of Medicine and the Stanford Virtual Human Interaction Lab will collaborate on a small clinical trial investigating the possibilities for virtual reality in treating conversion disorder. Participants will use special software developed by the VHIL, combined with the Oculus Rift, to inhabit a virtual avatar body.

Conversion disorder, also known as functional neurological symptom disorder, is a condition wherein mental or emotional stresses are converted into physical symptoms.

"It’s kind of the roots of psychiatry," Dr. Kim Bullock, a clinical associate professor of pyschiatry and behavioral sciences at Stanford and the lead researcher on the study, told MobiHealthNews. "Everyone’s very curious about this subject because it’s the intersection between mind, body, culture, environment. It kind of embodies everything that we’re trying to figure out. But very little research has been done on this subject. There’s no big pharmaceutical money behind it and there’s really a lack of awareness among providers about how ubiquitous this disorder is, because it kind of infiltrates every medical specialty."

Bullock said that neuro-imaging studies have shown that in people with conversion disorder, a part of the prefrontal cortex that normally inhibits the amygdala from taking control of the motor-sensory cortex doesn't function like it should. Most existent treatments focus on calming down the amygdala so it doesn't become overactive and "hijack" motor functions or senses.

Via Dominique Godefroy
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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

Via Nordine Ghachi
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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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Why Pokémon Go Is the Future of Fitness

Why Pokémon Go Is the Future of Fitness | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Pokémon Go will be the model for future fitness apps. The reason why? it's easier to move when exercise is a side effect of something fun.

Via Brian Yanish - MarketingHits.com
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Karen Brooks's curator insight, July 21, 10:14 AM
May be a new exercise - the fitness video has become in the 21st century.
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Five Ways Virtual Reality Will Transform Healthcare

Five Ways Virtual Reality Will Transform Healthcare | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Virtual reality isn't just for gamers anymore. Here's how this technology has the power to transform the healthcare experience for patients and doctors.
Via Adrian Adewunmi Ph.D
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Smokitten : serious game pour arrêter de fumer

Smokitten : serious game pour arrêter de fumer | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
La société DOWiNO développe un nouveau jeu vidéo mobile pour aider à l'arrêt du tabac et sensibiliser les plus jeunes au danger du tabac : Smokitten.

Via Valérie Lascaux, Philippe Marchal
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Béatrice Rivalier's curator insight, June 25, 8:43 AM

Pour toutes les LConnect qui ont envie d'arrêter ! 

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Bariatric Surgery Streamed in Virtual Reality on Youtube |

Bariatric Surgery Streamed in Virtual Reality on Youtube | | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Virtual reality (VR) is not only a way of watching movies and playing video games. It also lets you experience a space far from where you’re located. A weight-loss clinic in Tijuana, Mexico just performed the first live streamed bariatric surgery which you can now watch via Youtube.
Via Philippe Marchal
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États-Unis: Un jeu vidéo fait manger 5 fruits et légumes par jour aux enfants

États-Unis: Un jeu vidéo fait manger 5 fruits et légumes par jour aux enfants | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
États-Unis: Un jeu vidéo fait manger 5 fruits et légumes par jour aux enfants

Via Yasmine Kasbi, Philippe Marchal
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Nintendo confirme sa diversification dans le domaine de la santé

Nintendo confirme sa diversification dans le domaine de la santé | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Nintendo veut officialiser la diversification de ses affaires. L'entreprise proposera lors de sa prochaine assemblée générale de modifier la liste des activités qu'elle exerce afin d'en ajouter de nouvelles, en lien avec le domaine de la santé.
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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
Via Frederic Patry
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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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