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Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice

Book Description

Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Editorial Advisory Board
  6. Foreword
    1. REFERENCES
  7. Preface
  8. Acknowledgment
  9. Section 1: Patient Adherence: Theoretical and Practical Aspects
    1. Chapter 1: Ethical Challenges in Online Health Games
      1. ABSTRACT
      2. INTRODUCTION
      3. 1. HEALTH GAMES, ONLINE HEALTH GAMES, AND MMO HEALTH GAMES
      4. 2. “OUT OF THE GAME” ETHICAL CHALLENGES
      5. 3. “IN GAME” ETHICAL CHALLENGES
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    2. Chapter 2: Change through Experience
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CONNECTING GAME PLAY TO HEALTH OUTCOMES
      5. THEORIES LINKING GAME ELEMENTS TO HEALTH
      6. SOLUTIONS AND RECOMMENDATIONS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. ADDITIONAL READING
    3. Chapter 3: Gamification and Health Literacy
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. HOW CAN HEALTH GAMES CONTRIBUTE TO IMPROVING HEALTH LITERACY?
      5. SOLUTIONS AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    4. Chapter 4: Gamification to Improve Adherence to Clinical Treatment Advice
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. RELATIONAL AGENTS TO BUILD A WORKING ALLIANCE AND IMPROVE ADHERENCE
      5. A CASE STUDY/EXAMPLE
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
    5. Chapter 5: Gamification
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SOLUTIONS AND RECOMMENDATIONS
      5. FUTURE RESEARCH DIRECTIONS
      6. ACKNOWLEDGMENT
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    6. Chapter 6: Guidelines for Designing Effective Games as Clinical Interventions
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE MDAO FRAMEWORK
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
  10. Section 2: Gamification in Rehabilitation Healthcare
    1. Chapter 7: Gamification in Rehabilitation
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. GAMIFICATION IN REHABILITATION
      5. FUTURE RESEARCH DIRECTIONS AND RECOMMENDATIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    2. Chapter 8: The Role of Gamification and Evolutionary Computation in the Provision of Self-Guided Speech Therapy
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. OGMA DEVELOPMENT AND EVALUATION
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ENDNOTES
    3. Chapter 9: Using Leap Motion and Gamification to Facilitate and Encourage Rehabilitation for Hand Injuries
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. GAMIFICATION
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
    4. Chapter 10: Gamified Cognitive Training to Prevent Cognitive Decline
      1. ABSTRACT
      2. INTRODUCTION
      3. COGNITIVE TRAINING
      4. COGNITIVE TRAINING GAMES
      5. ARE SERIOUS GAMES BASED COGNITIVE TRAINING EFFICACY?
      6. HOW CAN COGNITIVE TRAINING BE GAMIFIED?
      7. THE DOREMI PROJECT
      8. COGNITIVE GAMES IN DOREMI
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
  11. Section 3: Application of Exergames
    1. Chapter 11: Buddy Up for Exergames
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL BACKGROUND FOR GROUP DYNAMICS APPLIED TO EXERGAMES
      4. GROUP DYNAMICS IN EXERGAMES
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    2. Chapter 12: Online Social Exergames for Seniors
      1. ABSTRACT
      2. INTRODUCTION
      3. TRENDS OF EXERGAMES FOR SENIORS
      4. CURRENT AND PAST PROJECTS IN EXERGAMING FOR ELDERLY
      5. IMPACT OF EXERGAMES FOR ELDERLY
      6. SOCIALISATION, MOTIVATION, AND PERSUASIVE TECHNIQUES
      7. A MOTIVATIONAL FRAMEWORK: THE CASE OF THE GAMEUP AND NETRRIM PROJECTS
      8. FUTURE RESEARCH
      9. CONCLUSION
      10. ACKNOWLEDGMENT
      11. REFERENCES
      12. ADDITIONAL READING
    3. Chapter 13: The Effects of Active Videogames on BMI among Young People
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. METHOD
      5. DISCUSSION
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    4. Chapter 14: Making Exergames Appealing
      1. ABSTRACT
      2. INTRODUCTION
      3. METHODOLOGY
      4. RESULTS
      5. CONCLUSION
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
    5. Chapter 15: Muscle Activation during Exergame Playing
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. NEUROPHYSIOLOGICAL CONTROL OF MOVEMENT
      5. MAIN FOCUS OF THE CHAPTER
      6. DISCUSSION
      7. SOLUTIONS AND RECOMMENDATIONS
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. ACKNOWLEDGMENT
      11. REFERENCES
      12. ADDITIONAL READING
      13. KEY TERMS AND DEFINITIONS
  12. Section 4: Serious Games in Psychiatry
    1. Chapter 16: Choices in Gamification of Therapy for PTSD
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND AND RELATED WORK
      4. SAGA GAME OVERVIEW
      5. SAGA GAME DESIGN DECISIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
    2. Chapter 17: Online Prevention and Early Intervention in the Field of Psychiatry Using Gamification in Internet Interventions
      1. ABSTRACT
      2. INTRODUCTION
      3. SCOPE OF THE LITERATURE REVIEW
      4. GENERAL BACKGROUND: ADVANTAGES AND LIMITATIONS OF INTERNET INTERVENTIONS TARGETING MENTAL HEALTH
      5. GAMIFICATION IN INTERNET INTERVENTIONS TARGETING MENTAL HEALTH, GAMES FOR MENTAL HEALTH
      6. CASE STUDY OF GAMIFICATION USED IN INTERNET INTERVENTION TARGETING PREVENTION AND EARLY INTERVENTION OF EATING DISORDERS: EUROPEAN PROGRAM PROYOUTH
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
    3. Chapter 18: Gamificiation of Therapy
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. USING TABLET PC APPLICATIONS DURING THERAPY
      5. THEORETICAL CONSIDERATIONS
      6. DESIGN AND DEVELOPMENT OF AN APP TO TREAT SELECTIVE MUTISM
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. ACKNOWLEDGMENT
      10. REFERENCES
      11. KEY TERMS AND DEFINITIONS
  13. Section 5: Promoting Healthy Dietary Habits
    1. Chapter 19: Review of Serious Games for People with Diabetes
      1. ABSTRACT
      2. INTRODUCTION
      3. GAME APPROACH TO DEVELOP DIABETES SELF-MANAGEMENT SKILLS
      4. SERIOUS GAMES FOR DIABETES
      5. GAME EXAMPLE
      6. DISCUSSION AND FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
      11. APPENDIX
    2. Chapter 20: Integration of Communication in a Game to Reflect and Discuss Dietary Habits among School Aged Children
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FOOD CARD GAME: GAMIFICATION OF ONE-DIMENSIONAL MAPPING
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    3. Chapter 21: Interactive Digital Mobile Gaming as a Strategic Tool in the Fight against Childhood Obesity
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
  14. Section 6: Various Applications of Serious Games
    1. Chapter 22: Game Aspects in Collaborative Navigation of Blind Travelers
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORK
      4. COLLABORATIVE NAVIGATION OF VISUALLY IMPAIRED
      5. GAME ASPECTS OF COLLABORATIVE NAVIGATION
      6. GAME ASPECTS SUPPORTED BY THERMAL INTERFACE
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. ACKNOWLEDGMENT
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
      13. APPENDIX: USER STUDY ON THERMAL DISPLAY DESIGN
    2. Chapter 23: Design of a Multi-Modal Dexterity Training Interface for Medical and Biological Sciences
      1. ABSTRACT
      2. INTRODUCTION
      3. DESIGN AND DEVELOPMENT OF VIRTUAL TRAINING ENVIRONMENTS
      4. SOLUTIONS AND RECOMMENDATIONS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
  15. Compilation of References
  16. About the Contributors