Keyword search (4,163 papers available)

"game" Keyword-tagged Publications:

Title Authors PubMed ID
1 Connect Brain, a Mobile App for Studying Depth Perception in Angiography Visualization: Gamification Study Titov A; Drouin S; Kersten-Oertel M; 41341989
ENCS
2 Temporal and Sex-Related Differences in Knee Biomechanics Over the Course of the Varsity Athletic Season: Pre- and Postseason Knee Kinematics in Collegiate Varsity Athletes Using Kinect Joseph T; Babouras A; Zhao KY; Corban J; Martineau PA; 41230424
HKAP
3 The Effect of the FIFA-11+ ACL Injury Prevention Program on Drop Vertical Jump Biomechanics in Varsity Athletes: A Prospective Observational Cohort Study Cierson T; Zhao K; Belkhelladi M; Babouras A; Jing J; Faith J; Corban J; Martineau PA; 40303320
HKAP
4 Cultural Adaptation and Validation of the Athlete Fear-Avoidance Questionnaire in Arabic: Preliminary Analysis of Fear-Avoidance in ACL-Reconstructed Recreational Players Alanazi R; Kashoo FZ; Alrashdi N; Alanazi S; Shaik AR; Sirajudeen MS; Alenazi A; Nambi G; Dover G; Alanazi AD; 40190690
HKAP
5 Education in Laparoscopic Cholecystectomy: Design and Feasibility Study of the LapBot Safe Chole Mobile Game Noroozi M; St John A; Masino C; Laplante S; Hunter J; Brudno M; Madani A; Kersten-Oertel M; 39052314
ENCS
6 LapBot-Safe Chole: validation of an artificial intelligence-powered mobile game app to teach safe cholecystectomy St John A; Khalid MU; Masino C; Noroozi M; Alseidi A; Hashimoto DA; Altieri M; Serrot F; Kersten-Oertal M; Madani A; 39009730
ENCS
7 Can anticipatory supply chain decision making manage the pandemic's effect? A regime switching game Mukherjee A; Ganguly A; Kumar C; Chowdhury P; 38620785
CONCORDIA
8 A game theoretic approach to contract-based enviro-economic coordination of wood pellet supply chains for bioenergy production Vazifeh Z; Mafakheri F; An C; Bensebaa F; 38037615
ENCS
9 Efficacy of topical versus oral analgesic medication compared to a placebo in injured athletes: A systematic review with meta-analysis Nudo S; Jimenez-Garcia JA; Dover G; 37278322
CONCORDIA
10 Using an Affordable Motion Capture System to Evaluate the Prognostic Value of Drop Vertical Jump Parameters for Noncontact ACL Injury Jason Corban, Nicolaos Karatzas, Kevin Y Zhao, Athanasios Babouras, Stephane Bergeron, Thomas Fevens, Hassan Rivaz, Paul A Martineau 36790216
HKAP
11 Simulated Gambling: An Explorative Study Based on a Representative Survey Fiedler I; Ante L; Meduna MV; Steinmetz F; Kairouz S; Costes JM; 36757603
SOCANTH
12 Social decision-making in Parkinson's disease Caballero JA; Auclair Ouellet N; Phillips NA; Pell MD; 35997248
PSYCHOLOGY
13 Acceptability of Serious Games in Pediatric Asthma Education and Self-management: Pilot Study Silva-Lavigne N; Valderrama A; Pelaez S; Bransi M; Balli F; Gervais Y; Gaudy T; Tse SM; 35389354
CONCORDIA
14 Games researchers play: conceptual advancement versus validation strategies Dubois F; R Peres-Neto P; 35193771
BIOLOGY
15 Play the Pain: A Digital Strategy for Play-Oriented Research and Action Najmeh Khalili-Mahani 34975566
PERFORM
16 Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy Tsui TYL; DeFrance K; Khalid-Khan S; Granic I; Hollenstein T; 34403591
PSYCHOLOGY
17 Multilevel Contextual Analysis of Poker Cash Game Gambling Dussault F; Brunelle N; Dufour M; Kairouz S; 33538954
PSYCHOLOGY
18 Validation of a Portable Game Controller to Assess Peak Expiratory Flow Against Conventional Spirometry in Children: Cross-sectional Study. Chelabi K, Balli F, Bransi M, Gervais Y, Marthe C, Tse SM 33512326
CONCORDIA
19 Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review. Ferrari M, McIlwaine SV, Reynolds JA, Archie S, Boydell K, Lal S, Shah JL, Henderson J, Alvarez-Jimenez M, Andersson N, Boruff J, Nielsen RKL, Iyer SN 32579117
CONCORDIA
20 Knee joint kinematics and neuromuscular responses in female athletes during and after multi-directional perturbations. Damavandi M, Mahendrarajah L, Dixon PC, DeMont R 32217214
HKAP
21 Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study. Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard ME, Benali H, Sawchuk K, De Schutter B 32213474
PERFORM
22 Diffusion dynamics on the coexistence subspace in a stochastic evolutionary game Popovic L; Peuckert L; 32025789
MATHSTATS
23 Exergaming in Youth and Young Adults: A Narrative Overview O' Loughlin EK; Dutczak H; Kakinami L; Consalvo M; McGrath JJ; Barnett TA; 32017864
PERFORM
24 Factors Associated with Sustained Exergaming: Longitudinal Investigation. O'Loughlin EK, Barnett TA, McGrath JJ, Consalvo M, Kakinami L 31368440
CONCORDIA
25 Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping. Khalili-Mahani N, De Schutter B 31172966
PERFORM

 

Title:Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping.
Authors:Khalili-Mahani NDe Schutter B
Link:https://www.ncbi.nlm.nih.gov/pubmed/31172966?dopt=Abstract
DOI:10.2196/13303
Publication:JMIR serious games
Keywords:adaptationaginggamesinformaticspsychologyrehabilitationuser acceptance of health care
PMID:31172966 Category:JMIR Serious Games Date Added:2019-06-08
Dept Affiliation: PERFORM
1 PERFORM Centre, Concordia University, Montreal, QC, Canada.
2 McGill Centre for Integrative Neuroscience, Montreal Neurological Institute, McGill University, Montreal, QC, Canada.
3 Department of Design and Computation Arts, Concordia University, Montreal, QC, Canada.
4 Armstrong Institute for Interactive Media Studies, Miami University, Oxford, OH, United States.

Description:

Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping.

JMIR Serious Games. 2019 Jun 06;7(2):e13303

Authors: Khalili-Mahani N, De Schutter B

Abstract

User retention is the first challenge in introducing any information and communication technologies (ICT) for health applications, particularly for seniors who are increasingly targeted as beneficiaries of such technologies. Interaction with digital technologies may be too stressful to older adults to guarantee their adoption in their routine selfcare. The second challenge, which also relates to adoption, is to supply empirical evidence that support the expectations of their beneficial outcomes. To address the first challenge, persuasive technologies such as serious games (SGs) are increasingly promoted as ludic approaches to deliver assistive care to older adults. However, there are no standards yet to assess the efficacy of different genres of games across populations, or compare and contrast variations in health outcomes arising from user interface design and user experience. For the past 3 decades, research has focused either on qualitative assessment of the appeal of digital games for seniors (by game designers) or on the quantitative evaluation of their clinical efficacy (by clinical researchers). The consensus is that interindividual differences play a key role in whether games can be useful or not for different individuals. Our challenge is to design SGs that retain their users long enough to sustain beneficial transfer effects. We propose to add a neuropsychological experimental framework (based on the appraisal theory of stress and coping) to a Gerontoludic design framework (that emphasizes designing positive and meaningful gaming experience over benefit-centric ones) in order to capture data to guide SG game development. Affective Game Planning for Health Applications (AGPHA) adds a model-driven mixed-methods experimental stage to a user-centered mechanics-dynamics-aesthetics game-design cycle. This intersectoral framework is inspired by latest trends in the fields of neuroimaging and neuroinformatics that grapple with similar challenges related to the psychobiological context of an individual's behaviors. AGPHA aims to bring users, designers, clinicians, and researchers together to generate a common data repository that consists of 4 components to define, design, evaluate, and document SGs. By unifying efforts under a standard approach, we will accelerate innovations in persuasive and efficacious ICTs for the aging population.

PMID: 31172966 [PubMed]





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