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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Réalité augmentée : Meta pourrait présenter un avant-goût de ses lunettes Orion

Réalité augmentée : Meta pourrait présenter un avant-goût de ses lunettes Orion | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Les lunettes de réalité augmentée sont encore un produit lointain que l'on ne risque pas de porter sur le nez avant plusieurs années. Ça n'empêche pas Meta de préparer le terrain : le groupe devrait présenter une démo de ses lunettes « Orion » à la rentrée, histoire de faire un point d'étape sur les technologies les plus avancées dans ce domaine… et peut-être aussi de marquer son territoire face à Apple ?

Via Rémy TESTON
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ACCUEIL - NON PHARMACOLOGICAL INTERVENTION SOCIETY

ACCUEIL - NON PHARMACOLOGICAL INTERVENTION SOCIETY | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Association d’intérêt général NON-PHARMACOLOGICAL INTERVENTION SOCIETY Accélérer par la science, l’intégration des Interventions Non Médicamenteuses (INM) dans les parcours individuels de soin et de santé ADHEREZ https://youtu.be/i04qr64Wsbo NON-PHARMACOLOGICAL INTERVENTION SOCIETY Société savante d’intérêt général à but non lucratif INM : Interventions non pharmacologiques, non invasives, ciblées et fondées sur des données probantes. Deux personnes sur
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L'utilisation de la réalité virtuelle par les start-ups israéliennes pour répondre à la pénurie d'infirmières dans le système de santé américain

L'utilisation de la réalité virtuelle par les start-ups israéliennes pour répondre à la pénurie d'infirmières dans le système de santé américain | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
L'utilisation de la réalité virtuelle par les start-ups israéliennes pour répondre à la pénurie d'infirmières dans le système de santé américain - Game Is Hard

Via Rémy TESTON, Gabriel David
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Helping patients with chronic diseases quit smoking by understanding their risk perception, behaviour, and smoking-related attitudes | PLOS ONE

Helping patients with chronic diseases quit smoking by understanding their risk perception, behaviour, and smoking-related attitudes | PLOS ONE | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Continued smoking among patients with chronic diseases detrimentally affects their health and treatment outcomes. However, a majority of smokers with chronic diseases appear to have no intention to quit. Understanding the needs and concerns of this population is a crucial step in facilitating the design of an appropriate smoking cessation intervention. This study aimed to understand the risk perception, behaviours, attitudes, and experiences related to smoking and smoking cessation among patients with chronic diseases, including cardiovascular diseases, chronic respiratory diseases, and/or diabetes in Hong Kong. Individual semi-structured interviews with smokers with chronic diseases (n = 30) were conducted from May to July 2021. The methods and results are reported according to the COREQ. Four themes were generated: (1) perceptions of the association between chronic diseases and smoking/smoking cessation; (2) perceptions of the health/disease status; (3) quitting smoking is not the first priority; and (4) perceived barriers to quitting smoking. This study addressed a gap in the literature by gathering data concerning the perspectives of smokers with chronic diseases on smoking and smoking cessation. The deficit of knowledge among smokers with chronic diseases warrants the reinforcement of health education targeting this population. Our findings indicate the need for further efforts in designing appropriate smoking cessation interventions targeting smokers with chronic diseases, which will match the needs and concerns identified in this study.

Via AXELIFE
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VR Can Alleviate Brain Tumor Patients’ Anxiety During Treatment, Study Finds

VR Can Alleviate Brain Tumor Patients’ Anxiety During Treatment, Study Finds | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
AppliedVR teamed up with the National Cancer Institute to study the feasibility of VR to alleviate anxiety in brain tumor patients undergoing imaging scans. The research partners recently announced interim analysis results from their clinical study — they said that not only would VR intervention...

Via Emmanuel Capitaine
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Australian scientists use AI to predict engagement in health programs-Xinhua

Australian scientists use AI to predict engagement in health programs-
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Exploring The Impact Of Gamification On E-Health Services

Exploring The Impact Of Gamification On E-Health Services | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Uncover how gamification is revolutionizing e-health services, boosting user engagement, and transforming healthcare experiences. Dive in now!
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APHP - Serious Game - Pharmacovigilance


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À l'hôpital du Grau-du-Roi, la réalité virtuelle comme aide à la rééducation des amputés

À l'hôpital du Grau-du-Roi, la réalité virtuelle comme aide à la rééducation des amputés | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Cet équipement, se basant sur le principe de réalité virtuelle, serait révolutionnaire. Le Laboratoire d’Analyse de la Marche en temps réel (abrégé GRAIL en anglais) est un bijou technologique pour les patients en situation de handicap comme pour le personnel médical. Son inauguration avait lieu ce vendredi 16 juin à l’hôpital du Grau-du-Roi dépendant du CHU de Nîmes.

Via Rémy TESTON
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Repères - Episode 14 - La formation immersive - Thot Cursus

Repères - Episode 14 - La formation immersive - Thot Cursus | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Après la démocratisation des LMS et leurs multiples ressources, il semble que les conditions soient réunies pour accueillir les casques ou les lunettes de réalité virtuelle et la 3D pour de nouvelles découvertes pédagogiques.

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De la réalité virtuelle pour traiter les troubles psychiques

De la réalité virtuelle pour traiter les troubles psychiques | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Au Royaume-Uni, la réalité virtuelle permet d'aider les patients souffrant de troubles mentaux. En France ? Le point avec le Dr Lucie Joly, psychiatre.

Via Rémy TESTON
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Mark Zuckerberg Quietly Buries the Metaverse

Mark Zuckerberg Quietly Buries the Metaverse | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
The CEO of social-media giant Meta has sworn by AI, popularized by the chatbot ChatGPT.
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From Digital health to the metaverse, the new frontiers of medicine are dressed in innovation

From Digital health to the metaverse, the new frontiers of medicine are dressed in innovation | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
We are at the beginning of a new chapter of the internet age. A new platform that «will be even more immersive; an internet in which the user is part of the experience and does not just watch it». These words by Facebook number one Mark Zuckerberg, spoken at the now famous Connect conference in […]
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Global Effect of Modifiable Risk Factors on C#ardiovascular Disease and Mortality #behaviorchanges #hcsm #hcsmeu #hcsmeufr

Global Effect of Modifiable Risk Factors on C#ardiovascular Disease and Mortality #behaviorchanges #hcsm #hcsmeu #hcsmeufr | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Harmonized individual-level data from a global cohort showed that 57.2% and 52.6% of cases of incident cardiovascular disease among women and men, respectively, and 22.2% and 19.1% of deaths from any cause among women and men, respectively, may be attributable to five modifiable risk factors. (Funde …

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Cultural evolutionary behavioural science in public policy | Behavioural Public Policy

Cultural evolutionary behavioural science in public policy | Behavioural Public Policy | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Cultural evolutionary behavioural science in public policy
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Oubliez les 10 000 pas par jour ! Marcher seulement 4 000 pas au quotidien serait suffisant pour être en bonne santé

Oubliez les 10 000 pas par jour ! Marcher seulement 4 000 pas au quotidien serait suffisant pour être en bonne santé | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Combien faut-il marcher par jour pour préserver son capital santé et augmenter son espérance de vie ? Les études divergent et le nombre de pas quotidien recommandé semble plus ou moin
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L'ablation des tumeurs cérébrales plus efficace grâce à la réalité augmentée 

L'ablation des tumeurs cérébrales plus efficace grâce à la réalité augmentée  | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Chaque année, 1.400 patients subissent une intervention chirurgicale pour se faire retirer une tumeur cérébrale, une procédure souvent très délicate qui nécessite une préparation minutieuse. L'utilisation de la réalité augmentée (RA) rend la planification de l'ablation de ce type de tumeurs plus rapide et plus intuitive, en comparaison avec les systèmes conventionnels, ressort-il d'une étude de l'UZ Brussel 


Via Philippe Marchal
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#50851: Understanding patient perspectives on the use of gamification and incentives in mHealth applications to improve medication adherence: Qualitative Study

Journal of Medical Internet Research - International Scientific Journal for Medical Research, Information and Communication on the Internet...

Via Emmanuel Capitaine
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Veritati - Repositório Institucional da Universidade Católica Portuguesa: Gamification in digital mental health : effects of reward points and social comparison on users’ intrinsic motivation, self...

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Un casque de réalité virtuelle au service de la santé des yeux - Un monde de tech

Un casque de réalité virtuelle au service de la santé des yeux - Un monde de tech | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Une jeune pousse française a conçu des programmes d’animation, virtuels et interactifs en 3 dimensions pour les casques immersifs, en associant les images en relief projetées par l’appareil à des capteurs…
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VRAI OU FAKE. Faut-il vraiment faire 10 000 pas chaque jour pour être en bonne santé ?

VRAI OU FAKE. Faut-il vraiment faire 10 000 pas chaque jour pour être en bonne santé ? | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Cet objectif chiffré n'a pas de base scientifique. Mais augmenter son activité physique, surtout lorsque l'on a un mode de vie sédentaire, permet d'allonger son espérance de vie et de prévenir des maladies chroniques.
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Akili Introduces EndeavorOTC: A Breakthrough Video Game Treatment for Adults with ADHD | The Healthcare Technology Report.

Akili Introduces EndeavorOTC: A Breakthrough Video Game Treatment for Adults with ADHD | The Healthcare Technology Report. | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Consumer InternetLatest News Akili, a leading digital medicine firm, has unveiled a groundbreaking solution for adults with Attention Deficit Hyperactivity Disorder (ADHD). EndeavorOTC, an immersive mobile video game treatment, has been clinically proven to enhance attention and focus in individuals with ADHD. This innovative technology, powered by Akili's unique Selective Stimulus Management Engine (SSME), builds upon the success of EndeavorRx, the first FDA-approved video game treatment for children aged eight to twelve with ADHD. Become a Subscriber Please purchase a subscription to continue reading this article. Subscribe Now Recent clinical trial data revealed remarkable improvements in ADHD symptoms, concentration, focus, and overall quality of life in adults who used EndeavorOTC. Approximately 83% of participants reported clinical improvements in attention, while average focus levels improved by 85%. In fact, over one-third of individuals experienced the elimination of attention deficits through this non-pharmacological treatment. Moreover, 73% of participants observed quality of life benefits, such as improved task management, timely completion of chores, and an enhanced ability to locate important items like keys and wallets. The introduction of EndeavorOTC is particularly timely, as the COVID-19 pandemic has exacerbated mental health challenges and increased the demand for effective ADHD therapies. Akili launched this groundbreaking solution under the FDA's enforcement policy, which expedites access to low-risk mental health digital health devices. By providing a safe and accessible non-drug option, EndeavorOTC addresses the gap between the growing demand for care and the limited availability of viable treatments for adults with ADHD. This novel video game treatment signifies a significant step forward in ADHD therapy. Historically, adults with ADHD have been overlooked compared to children, despite the profound impact this condition can have on various aspects of their lives. Dr. Stephen Faraone, a Distinguished Professor, and Vice Chair for Research, highlights the adverse consequences of untreated ADHD on personal and professional well-being. The President of the World Federation for ADHD emphasizes the urgent need for new, non-pharmacological treatments that effectively support adults with ADHD. EndeavorOTC addresses this unmet need by providing adults with a fun and engaging treatment option. By leveraging the power of video games, Akili empowers individuals with ADHD to take control of their symptoms and improve their cognitive abilities. The company plans to actively involve users in product development, seeking their feedback to create future versions of the game that are more engaging, enjoyable, and effective. The availability of EndeavorOTC is especially crucial for millions of Americans who lack reliable access to medication or adequate mental healthcare providers. Eddie Martucci, CEO of Akili, emphasizes the significance of offering patients better non-drug treatment options. Drawing upon the success of EndeavorRx in children, Martucci highlights the positive impact of the core technology inside EndeavorOTC, which has already helped thousands of children with ADHD. With the introduction of EndeavorOTC, eligible adults now have rapid access to a clinically established treatment alternative. By engaging users in activities that enhance focus while disregarding distractions, the treatments effectively improve attention and daily functioning. Therefore, Akili's EndeavorOTC marks a groundbreaking advancement in ADHD therapy for adults.

Via Emmanuel Capitaine
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Un entraînement en réalité virtuelle améliore les compétences des apprentis infirmiers, suggère une étude

Un entraînement en réalité virtuelle améliore les compétences des apprentis infirmiers, suggère une étude | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Un programme d'entraînement en réalité virtuelle a démontré une efficacité étonnante pour la formation de jeunes élèves infirmiers.

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From Google Maps to Pokémon Go, John Hanke is programming the future | Games | The Guardian

From Google Maps to Pokémon Go, John Hanke is programming the future | Games | The Guardian | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
The CEO of Niantic has helped create technologies that have changed the way we live. How does he see the future of play?

Via Emmanuel Capitaine
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Santé : en Angleterre, des étudiants se forment à la médecine grâce à la réalité virtuelle

Santé : en Angleterre, des étudiants se forment à la médecine grâce à la réalité virtuelle | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it
Un hôpital londonien propose à des étudiants de se confronter à des situations concrètes d'urgence médicale. Via un casque de réalité virtuelle, ils doivent prendre des décisions qui influeront sur la santé du patient virtuel.
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