Keyword search (3,163 papers available)


Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study.

Author(s): Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard ME, Benali H, Sawchuk K, De Schutter B

JMIR Ment Health. 2020 Mar 26;7(3):e12388 Authors: Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard ME, Benali H, Sawchuk K, De Schutter B

Article GUID: 32213474

Cyberinfrastructure for Open Science at the Montreal Neurological Institute.

Author(s): Das S, Glatard T, Rogers C, Saigle J, Paiva S, MacIntyre L, Safi-Harab M, Rousseau ME, Stirling J, Khalili-Mahani N, MacFarlane D, Kostopoul...

Front Neuroinform. 2016;10:53 Authors: Das S, Glatard T, Rogers C, Saigle J, Paiva S, MacIntyre L, Safi-Harab M, Rousseau ME, Stirling J, Khalili-Mahani N, MacFarlane D, Kostopoulos P, Rioux P, Ma...

Article GUID: 28111547

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

Author(s): Khalili-Mahani N, De Schutter B

JMIR Serious Games. 2019 Jun 06;7(2):e13303 Authors: Khalili-Mahani N, De Schutter B

Article GUID: 31172966

Biomarkers, designs, and interpretations of resting-state fMRI in translational pharmacological research: A review of state-of-the-Art, challenges, and opportunities for studying brain chemistry.

Author(s): Khalili-Mahani N, Rombouts SA, van Osch MJ, Duff EP, Carbonell F, Nickerson LD, Becerra L, Dahan A, Evans AC, Soucy JP, Wise R, Zijdenbos AP...

Hum Brain Mapp. 2017 04;38(4):2276-2325 Authors: Khalili-Mahani N, Rombouts SA, van Osch MJ, Duff EP, Carbonell F, Nickerson LD, Becerra L, Dahan A, Evans AC, Soucy JP, Wise R, Zijdenbos AP, van G...

Article GUID: 28145075

To Each Stress Its Own Screen: A Cross-Sectional Survey of the Patterns of Stress and Various Screen Uses in Relation to Self-Admitted Screen Addiction.

Author(s): Khalili-Mahani N, Smyrnova A, Kakinami L

J Med Internet Res. 2019 Apr 02;21(4):e11485 Authors: Khalili-Mahani N, Smyrnova A, Kakinami L

Article GUID: 30938685


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
Category:JMIR Serious Games
PMID:31172966
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]