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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La réalité virtuelle #VR pour former les agents du CH de Thuir #Esante #hcsmeufr 

La réalité virtuelle #VR pour former les agents du CH de Thuir #Esante #hcsmeufr  | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Dans le cadre d'une formation d’adaptation à l’emploi des techniciens supérieurs hospitaliers du centre hospitalier de Thuir (Pyrénées-Orientales), une première expérimentation pédagogique a eu lieu le 14 mai au sein de l'établissement, spécialisé en santé mentale.

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GIE_GERS's curator insight, May 15, 3:36 AM

Dans le cadre d'une formation d’adaptation à l’emploi des techniciens supérieurs hospitaliers du centre hospitalier de Thuir (Pyrénées-Orientales), une première expérimentation pédagogique a eu lieu le 14 mai au sein de l'établissement, spécialisé en santé mentale.

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The Cutting Edge of Schizophrenia Research: #VR as Treatment for Psychosis #digitalhealth #hcsmeufr #Esante

The Cutting Edge of Schizophrenia Research: #VR as Treatment for Psychosis #digitalhealth #hcsmeufr #Esante | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
"It is important to highlight that VR is a safe method to use in people with psychosis."

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Denise Silber's curator insight, May 1, 7:38 PM

 

Good details about therapeutic use of VR in schizophrenia
2.5.0.0
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La simulation à l'assaut de la formation médicale  #hcsmeufr #esante #digitalhealth

La simulation à l'assaut de la formation médicale  #hcsmeufr #esante #digitalhealth | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Les start-up VirtualiSurg et SimforHealth partent à la conquête du monde médical avec leurs modules de simulation en réalité virtuelle... 


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Can virtual reality help people with dementia? One Rutgers professor thinks so

Can virtual reality help people with dementia? One Rutgers professor thinks so | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Can virtual reality help people with dementia?

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Florian Morandeau's curator insight, April 11, 1:35 AM

VR may enhance the treatment of patients, particularly those with dementia.

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Des super-lunettes pour guider les chirurgiens #camera3D #esante #hcsmeufr 

Des super-lunettes pour guider les chirurgiens #camera3D #esante #hcsmeufr  | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Des super-lunettes pour guider les chirurgiens
Au CHU de Montpellier, un neurochirurgien a développé des lunettes qui vont permettre aux futurs médecins de se former grâce à des tutoriels virtuels.

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GIE_GERS's curator insight, March 16, 12:24 PM
Des super-lunettes pour guider les chirurgiens

Au CHU de Montpellier, un neurochirurgien a développé des lunettes qui vont permettre aux futurs médecins de se former grâce à des tutoriels virtuels.

Esposito Christelle's curator insight, March 16, 3:12 PM
Des super-lunettes pour guider les chirurgiens

Au CHU de Montpellier, un neurochirurgien a développé des lunettes qui vont permettre aux futurs médecins de se former grâce à des tutoriels virtuels.

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#Esante > La réalité virtuelle #VR au service des personnes âgées au Japon #silvereco #Esante #hcsmeufr 

#Esante > La réalité virtuelle #VR au service des personnes âgées au Japon #silvereco #Esante #hcsmeufr  | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Les japonais sont les êtres humains qui vivent le plus longtemps au monde puisque l’espérance de vie atteint les 84 ans. En outre, la baisse de la fécondité est une terrible réalité, et les personnes âgées sont donc extrêmement nombreuses. Il faut donc trouver des solutions pour améliorer leur qualité de vie. Et plusieurs projets innovants ont été proposés. Celui-là tout particulièrement a retenu notre attention.

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MyPharmag's curator insight, March 1, 3:22 AM

Les japonais sont les êtres humains qui vivent le plus longtemps au monde puisque l’espérance de vie atteint les 84 ans. En outre, la baisse de la fécondité est une terrible réalité, et les personnes âgées sont donc extrêmement nombreuses. Il faut donc trouver des solutions pour améliorer leur qualité de vie. Et plusieurs projets innovants ont été proposés. Celui-là tout particulièrement a retenu notre attention.

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Game Genre Map: The Cognitive Threshold in Strategy Games

Game Genre Map: The Cognitive Threshold in Strategy Games | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
“Using data from over 140,000 gamers worldwide, we map out games in the Strategy genre to reveal the cognitive threshold between Strategy and Excitement.”
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Laborious Cretin's comment, February 12, 2016 8:45 AM
Study suggests playing video games improves real-world navigation skills http://www.dailydot.com/geek/video-games-navigation-study/?tw=dd Action game players make more correct decisions per unit time. http://www.gizmag.com/video-games-increase-decision-making-abilities/16397/ What types of video games improve brain function? http://www.sciencedaily.com/releases/2015/10/151001093837.htm Playlist (9 talks): Talks on how games can improve your life https://www.ted.com/playlists/274/talks_on_how_games_can_improve
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EYETRAIN, la 3D numérique pour rééduquer les yeux #hcsmeufr #esante 

EYETRAIN, la 3D numérique pour rééduquer les yeux #hcsmeufr #esante  | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Lunettes 3D et images virtuelles... Le projet EYETRAIN a développé un nouveau dispositif d'analyse de la vision binoculaire et de rééducation des yeux.

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Video game trains people with schizophrenia to block verbal hallucinations #hcsmeufr #esante #digitalhealth

Video game trains people with schizophrenia to block verbal hallucinations #hcsmeufr #esante #digitalhealth | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
A small study recently published in Translational Psychiatry showed that people living with schizophrenia could use a video game paired with an MRI scanner to curb verbal hallucinations.

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Florian Morandeau's curator insight, February 15, 1:05 AM

People living with schizophrenia could use a video game paired with an MRI scanner to curb verbal hallucinations.

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Les futurs #chirurgiens pourraient être formés par des confrères virtuels #Snapchat #SocialMedia ! #VR #RA #Snap #Spectacles #esante #hcsmeufr 

Les futurs #chirurgiens pourraient être formés par des confrères virtuels #Snapchat #SocialMedia ! #VR #RA #Snap #Spectacles #esante #hcsmeufr  | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Rendre la formation médicale plus accessible en utilisant la réalité virtuelle : c’est ce que propose Shafi Ahmed, un des chirurgiens les plus regardés au monde (plus de 2 millions de vue et 50 millions de messages sur Twitter pour la chirurgie via Snapchat. En effet, il y a un peu plus d’un an, il a utilisé les lunettes vidéo Snapchat Spectacles pour montrer aux téléspectateurs une cure de hernie. Ceci grâce à une paire de lunettes disponibles sur Amazone pour 150 Euros et qui permet de filmer et de se connecter directement avec l’application Snapchat sur un smartphone.

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GIE_GERS's curator insight, February 11, 11:59 AM

Rendre la formation médicale plus accessible en utilisant la réalité virtuelle : c’est ce que propose Shafi Ahmed, un des chirurgiens les plus regardés au monde (plus de 2 millions de vue et 50 millions de messages sur Twitter pour la chirurgie via Snapchat. En effet, il y a un peu plus d’un an, il a utilisé les lunettes vidéo Snapchat Spectacles pour montrer aux téléspectateurs une cure de hernie. Ceci grâce à une paire de lunettes disponibles sur Amazone pour 150 Euros et qui permet de filmer et de se connecter directement avec l’application Snapchat sur un smartphone.

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Future surgeons could be trained by VR doctors  #hcsmeufr #esante #digitalhealth

Future surgeons could be trained by VR doctors  #hcsmeufr #esante #digitalhealth | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Shafi Ahmed is, by some measures, the world’s most-watched surgeon—and now he thinks he can use VR to make medical training more accessible.
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How Gaming Could Help ER Doctors Save More Lives  #hcsmeufr #esante #digitalhealth

How Gaming Could Help ER Doctors Save More Lives  #hcsmeufr #esante #digitalhealth | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
No one masters a skill without mistakes, but when you’re a health care provider, screw ups can be deadly. In 2016, the National Academy of Sciences found that every year up to 30,000 civilian and military deaths of trauma patients could be prevented if the injured people had received optimal care.A new video game developed by a critical care doctor at the University of Pittsburgh aims to help emergency medicine physicians build trauma expertize in a low-stakes environment.
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Denise Silber's curator insight, January 19, 6:19 PM
More than one game or high tech tool out there to teach physicians. Will be interesting to see which ones succeed.
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[CES 2018] SimforHealth citée parmi les "5 tendances VR et AR à suivre absolument avant le salon de Las Vegas" par Réalité Virtuelle.com #hcsmeufr #esante #ces2018 #digitalhealth

[CES 2018] SimforHealth citée parmi les "5 tendances VR et AR à suivre absolument avant le salon de Las Vegas" par Réalité Virtuelle.com #hcsmeufr #esante #ces2018 #digitalhealth | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Leopold Maçon-Dauxerre

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Jouer pour faire avancer la science  #hcsmeufr #esante #digitalhealth

Jouer pour faire avancer la science  #hcsmeufr #esante #digitalhealth | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Certains jeux vidéo permettent de repérer des exoplanètes, de modéliser le cerveau ou de détecter Alzheimer. A vos manettes!
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How video games could take market share from big pharma  #hcsmeufr #esante #digitalhealth

How video games could take market share from big pharma  #hcsmeufr #esante #digitalhealth | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Technologists have reached incredible heights in getting people to voluntarily spend large amounts of their time playing video games and now entrepreneurs are combining those practices with neuroscience to create many exciting new startups.

How gaming works as a prescription

Imagine you’re at the doctor’s office and she hands you a prescription as you walk out of the clinic. Instead of heading to your local pharmacy for a bottle of pills, though, this Rx entitles you to a set of 30 sessions on a video game console.

WellDoc, founded in 2005 as a software prescribed by physicians to better manage diabetes as part of its BlueStar program, is seeing tremendous results in their clinical studies and with patients.

“We are not only seeing reductions in A1c, but also reductions in acute utilization and control, reduced blood-glucose scatter. We have to look at control of extreme out of bound events and we are seeing significant reduction in those. We saw in one study a 15 percent reduction in acute utilization,” said WellDoc’s chief strategy officer Anand Iyer.

Video games as medical devices are succeeding, and more are arriving on the market each year.

What is driving this trend?

A few elements are coalescing to create the environment for games to succeed as medicine.

1) There is a real, unmet need in many areas like mental health.

2) People are already gaming, so healthcare is “going with the flow.” Smart technologists who are leading “software as a medical device (SAMD)” are working with easy, everyday life practices to help transform patient adherence. What do people already enjoy doing, and do effortlessly?

Technologists are hoping that by leveraging the addictive quality of video games, they can help people stay the course on their therapy regimens.

3) The drive to lower healthcare costs encourages digital solutions. 

Video games, being both more addictive and more affordable, could have an intrinsic advantage over big pharma in the cost arena.

The future of gaming as therapy

 

This new digital frontier is exciting, but there are some challenges to commercializing these products. We tend to think that giving kids with ADHD a video game would be fun, but it’s important to remember that these games target the very thing that kids have difficulty with.

“It’s a tough game for them, and they’re exhausted at the end,” said one of the panelists. “It’s important that the game be designed so that the kids don’t get overwhelmed and give up, saying ‘This is hard, I’m going back to Minecraft.’”

In order to be viable, digital products must understand the underlying science of the condition they’re treating

more at https://www.medicaldesignandoutsourcing.com/how-video-games-could-take-market-share-big-pharma/

 


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Autisme : une thérapie en réalité virtuelle fait des miracles #hcsmeufr #esante 

Autisme : une thérapie en réalité virtuelle fait des miracles #hcsmeufr #esante  | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
L'autisme ne peut pas encore être soigné, mais la réalité virtuelle permet d'améliorer fortement la condition des enfants atteints par ce trouble. Un système VR développé par des chercheurs de Shanghaï a été testé avec succès sur plus de 1000 enfants.

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Gabriel David's curator insight, April 24, 3:43 PM
L'autisme ne peut pas encore être soigné, mais la réalité virtuelle permet d'améliorer fortement la condition des enfants atteints par ce trouble. Un système VR développé par des chercheurs de Shanghaï a été testé avec succès sur plus de 1000 enfants.
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Texas surgeons perform first sinus surgery using AR

Texas surgeons perform first sinus surgery using AR | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
The uses of augmented reality have moved well beyond just catching Pokémon — now the technology has found its way into the operating room. Earlier this month surgeons from the University of Texas Health Science Center at Houston and Memorial Hermann-Texas Medical Center became the first in the country to use AR during a minimally invasive sinus procedure. 

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Florian Morandeau's curator insight, March 16, 2:14 AM

Augmented reality, which uses 3D mapping and imagery, enhances our understanding of complex anatomy

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Boston Children's Hospital uses VR to show young patients their insides #hcsmeufr #esante #digitalhealth #hcsmeu

Boston Children's Hospital uses VR to show young patients their insides #hcsmeufr #esante #digitalhealth #hcsmeu | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Without a medical background, listening to a doctor describe a complex procedure can feel a little bit like listening to a lecture in gibberish. That communication gap is particularly wide between pediatric patients and their doctors, but a new virtual reality technology could help facilitate conversation between doctors and patients.
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Addiction aux jeux vidéo : la riposte des éditeurs contre l'OMS

Addiction aux jeux vidéo : la riposte des éditeurs contre l'OMS | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Les éditeurs s'insurgent contre l'Organisation mondiale de la Santé (OMS) qui a annoncé sa volonté de classer l'addiction aux jeux vidéo comme une pathologie mentale, dès juin 2018.
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Gamification And Self-Determination Theory

Gamification And Self-Determination Theory | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

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Tilak Healthcare développe des jeux thérapeutiques #esante #hcsmeufr 

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« La #VR et la réalité mixte sont déjà le présent de la #chirurgie » #hcsmeufr #esante #RA 

« La #VR et la réalité mixte sont déjà le présent de la #chirurgie » #hcsmeufr #esante #RA  | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
A l'occasion du salon Virtuality qui se déroule du 8 au 10 février à Paris, le chirurgien Thomas Gregory est venu présenter l'utilisation de la réalité mixte et de la réalité virtuelle (VR) dans le domaine chirurgical. Simple gadget ou véritable avancée technologique ? Usbek & Rica était sur place pour rencontrer ce chirurgien « augmenté ». 

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MyPharmag's curator insight, February 11, 11:56 AM

A l'occasion du salon Virtuality qui se déroule du 8 au 10 février à Paris, le chirurgien Thomas Gregory est venu présenter l'utilisation de la réalité mixte et de la réalité virtuelle (VR) dans le domaine chirurgical. Simple gadget ou véritable avancée technologique ? Usbek & Rica était sur place pour rencontrer ce chirurgien « augmenté ». 

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Transforming Medical Education with Microsoft HoloLens - #hcsmeufr #esante #digitalhealth


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Art Jones's curator insight, January 27, 1:51 PM

Holo Lens

 

The future of health education is being fueled by Microsofts Holo Lens technology.

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Game-Based Intervention to Increase Physical Activity Among Families  #hcsmeufr #esante #digitalhealth

Key Points

Question  Does gamification, the application of game design elements such as points and levels in nongame contexts, that uses insights from behavioral economics to enhance social incentives increase physical activity among families in the community?

Findings  In this randomized clinical trial of 200 adults comprising 94 families, participants in the gamification arm had significantly greater physical activity during the 12-week intervention than participants in the control arm, including the proportion of days that step goals were achieved and the change in the mean daily steps.

Meaning  Gamification designed to leverage insights from behavioral economics to enhance social incentives could offer a promising approach to improve daily health behaviors.

 

Abstract

Importance  Gamification, the application of game design elements such as points and levels in nongame contexts, is often used in digital health interventions, but evidence on its effectiveness is limited.

Objective  To test the effectiveness of a gamification intervention designed using insights from behavioral economics to enhance social incentives within families to increase physical activity.

Design, Setting, and Participants  The Behavioral Economics Framingham Incentive Trial (BE FIT) was a randomized clinical trial with a 12-week intervention period and a 12-week follow-up period. The investigation was a community-based study between December 7, 2015, and August 14, 2016. Participants in the modified intent-to-treat analysis were adults enrolled in the Framingham Heart Study, a long-standing cohort of families.

Interventions  All participants tracked daily step counts using a wearable device or a smartphone, established a baseline, selected a step goal increase, and received daily individual feedback on goal performance by text message or email for 24 weeks. Families in the gamification arm could earn points and progress through levels based on physical activity goal achievement during the 12-week intervention. The game design was meant to enhance collaboration, accountability, and peer support.

Main Outcomes and Measures  The primary outcome was the proportion of participant-days that step goals were achieved during the intervention period. Secondary outcomes included the proportion of participant-days that step goals were achieved during the follow-up period and the change in the mean daily steps during the intervention and follow-up periods.

Results  Among 200 adults comprising 94 families, the mean age was 55.4 years, and 56.0% (n = 112) were female. During the intervention period, participants in the gamification arm achieved step goals on a significantly greater proportion of participant-days (0.53 vs 0.32; adjusted difference, 0.27; 95% CI, 0.20-0.33; P < .001) and had a significantly greater increase in the mean daily steps compared with baseline (1661 vs 636; adjusted difference, 953; 95% CI, 505-1401; P < .001) than the control arm. During the follow-up period, physical activity in the gamification arm declined but remained significantly greater than that in the control arm for the proportion of participant-days achieving step goals (0.44 vs 0.33; adjusted difference, 0.12; 95% CI, 0.05-0.19; P < .001) and the mean daily steps compared with baseline (1385 vs 798; adjusted difference, 494; 95% CI, 170-818; P < .01).

Conclusions and Relevance  Gamification designed to leverage insights from behavioral economics to enhance social incentives significantly increased physical activity among families in the community.

 


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Benjamin D'HONT's curator insight, January 30, 11:48 AM

Un résultat intéressant. J'ajoute: que se passe t'il après 3 mois pour induire un changement comportemental durable?

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Des hôpitaux se dotent de centres de simulation pour former tout le personnel médical

Des hôpitaux se dotent de centres de simulation pour former tout le personnel médical | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Actualités SANTÉ : JT 20H - Les centres de simulation permettent aux chirurgiens et au personnel médical de s'exercer en conditions presque réelles.
Une erreur s'est glissée dans le sujet : Ingrid Vasselin est bien manipulatrice radio, le Pr Christine Ammirati, Coordinatrice du Centre SIMUSANTé d'Amiens ( SOMME); le Dr Carole Amsallem, urgentiste référente centre SIMUSANTE.

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Patrick Bérard's curator insight, February 21, 7:47 AM

J'ai visité celui de l'Hopital Foch, c'est effectivement impressionnant. La simulation sert plus à de la cohésion et synchronisation de l'équipe aux gestes pratiques semble t-il.