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Home > Theme Issues and Ecollections > E-collection 'Games for Health'
Medicine 2.0 congress
Journal Content Current Issue Upcoming Issue
2013 (vol. 15)
2012 (vol. 14)
2011 (vol. 13)
2010 (vol. 12)
2009 (vol. 11)
2008 (vol. 10)
2007 (vol. 9)
2006 (vol. 8)
2005 (vol. 7)
2004 (vol. 6)
2003 (vol. 5)
2002 (vol. 4)
2001 (vol. 3)
2000 (vol. 2)
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E-collection 'Games for Health'

2013

Silence is Golden: Effect of Encouragement in Motivating the Weak Link in an Online Exercise Video Game

Brandon C Irwin, Deborah L Feltz, Norbert L Kerr

J Med Internet Res 2013 (Jun 04); 15(6):e104

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Background: Despite the physical and mental health benefits, few adults meet US Department of Health and Human Services physical activity guidelines for exercise frequency, intensity, and duration. One strategy that may increase physical activity duration is exercising with an Internet partner (ie, someone who is virtually present, as in video chat). Internet partners help people overcome many barriers associated with face-to-face exercise groups (eg, time, coordinating schedules, social...

InSpire to Promote Lung Assessment in Youth: Evolving the Self-Management Paradigms of Young People With Asthma

Pierre Elias, Nithin O Rajan, Kara McArthur, Clifford C Dacso

Med 2.0 2013 (May 21); 2(1):e1

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Background: Asthma is the most common chronic disease in childhood, disproportionately affecting urban, minority, and disadvantaged children. Individualized care plans supported by daily lung-function monitoring can reduce morbidity and mortality. However, despite 20 years of interventions to increase adherence, only 50% of US youth accurately follow their care plans, which leads to millions of preventable hospitalizations, emergency room visits, and sick days every year. We present a...

Evaluation of a Web-Based Social Network Electronic Game in Enhancing Mental Health Literacy for Young People

Tim MH Li, Michael Chau, Paul WC Wong, Eliza SY Lai, Paul SF Yip

J Med Internet Res 2013 (May 15); 15(5):e80

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Background: Internet-based learning programs provide people with massive health care information and self-help guidelines on improving their health. The advent of Web 2.0 and social networks renders significant flexibility to embedding highly interactive components, such as games, to foster learning processes. The effectiveness of game-based learning on social networks has not yet been fully evaluated. Objectives: The aim of this study was to assess the effectiveness of a fully automated,...

Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis

Elizabeth Jane Lyons, Claire Hatkevich

J Med Internet Res 2013 (May 07); 15(5):e81

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Background: Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented. Objective: The purpose of this study was to...

InsuOnline, a Serious Game to Teach Insulin Therapy to Primary Care Physicians: Design of the Game and a Randomized Controlled Trial for Educational Validation

Leandro Arthur Diehl, Rodrigo Martins Souza, Juliano Barbosa Alves, Pedro Alejandro Gordan, Roberto Zonato Esteves, Maria LĂșcia Silva Germano Jorge, Izabel Cristina Meister Coelho

JMIR Res Protoc 2013 (Jan 21); 2(1):e5

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Background: Physicians´ lack of knowledge contributes to underuse of insulin and poor glycemic control in adults with diabetes mellitus (DM). Traditional continuing medical education have limited efficacy, and new approaches are required. Objective: We report the design of a trial to assess the educational efficacy of InsuOnline, a game for education of primary care physicians (PCPs). The goal of InsuOnline was to improve appropriate initiation and adjustment of insulin for the...

2012

Crowdsourcing Malaria Parasite Quantification: An Online Game for Analyzing Images of Infected Thick Blood Smears

Miguel Angel Luengo-Oroz, Asier Arranz, John Frean

J Med Internet Res 2012 (Nov 29); 14(6):e167

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Background: There are 600,000 new malaria cases daily worldwide. The gold standard for estimating the parasite burden and the corresponding severity of the disease consists in manually counting the number of parasites in blood smears through a microscope, a process that can take more than 20 minutes of an expert microscopist’s time. Objective: This research tests the feasibility of a crowdsourced approach to malaria image analysis. In particular, we investigated whether anonymous...

2011

Assessing the Acceptability and Usability of an Interactive Serious Game in Aiding Treatment Decisions for Patients with Localized Prostate Cancer

Lindsey Reichlin, Nithya Mani, Kara McArthur, Amy Harris, Nithin Rajan, Clifford Dacso

J Med Internet Res 2011 (Jan 12); 13(1):e4

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Background: Men diagnosed with localized prostate cancer face a potentially life-altering treatment decision that can be overwhelming. Enhancing patient knowledge through education can significantly reduce feelings of uncertainty while simultaneously increasing confidence in decision making. Serious games have been shown in other populations to increase health knowledge and assist with the health decision-making process. We developed an interactive serious game, Time After Time, which...