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Serious Games for Healthcare

Book Description

With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
  5. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
    2. List of Reviewers
  6. Foreword
  7. Preface
    1. SECTION 1: KEY TRENDS IN SERIOUS GAMES FOR HEALTHCARE
    2. SECTION 2: DESIGN AND DEVELOPMENT
    3. SECTION 3: ESTABLISHED CASE STUDIES
    4. CONCLUSION
  8. Acknowledgment
  9. Section 1: Key Trends in Serious Games for Healthcare
    1. Chapter 1: Virtual Worlds in Healthcare
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. VIRTUAL WORLDS IN CLINICAL PRACTICE
      4. VIRTUAL WORLDS IN FIRST RESPONSE
      5. 3. VIRTUAL WORLDS AND FIRST RESPONSE
      6. 4. VIRTUAL WORLDS FOR THERAPY
      7. 5. VIRTUAL WORLDS IN HEALTH AWARNESS AND HEALTH SUPPORT
      8. 6. CONCLUSION: VIRTUAL WORLD FUTURES AND IMPLICATIONS
    2. Chapter 2: Healthcare Games and the Metaphoric Approach
      1. ABSTRACT
      2. INTRODUCTION
      3. DEFINTION OF “SERIOUS GAME” AND “METAPHOR”
      4. STUDIES AND CLASSIFICATION
      5. CHOICE OF CORPUS
      6. STATE OF THE ART OF SERIOUS GAMES FOR EDUCATIONAL PURPOSES IN HEALTH CARE
      7. USE OF A METAPHOR IN SERIOUS GAMES DEDICATED TO HEALTH CARE
      8. CONCLUSION
    3. Chapter 3: Rehabilitation Gaming
      1. ABSTRACT
      2. INTRODUCTION
      3. REHABILITATION: FOCUS AREAS
      4. DIGITAL GAMES’ CONTRIBUTION TO PSYCHOLOGICAL HEALTH AND TREATMENT OF PSYCHOLOGICAL DISORDERS
      5. PHYSICAL REHABILITATION: THE ROLE OF DIGITAL GAMES IN PHYSICAL RECOVERY
      6. PAIN TREATED WITH VIRTUAL REALITY
      7. SOCIAL REHABILITATION GAMING & GAMES FOR SOCIAL SKILLS AND PRO-SOCIAL BEHAVIOUR LEARNING
      8. REHABILITATION GAMING–FUTURE TECHNOLOGIES
      9. CONCLUSION
    4. Chapter 4: First-Person Shooter Game Engines and Healthcare
      1. ABSTRACT
      2. INTRODUCTION
      3. CURRENT STATE OF THE ART
      4. INSIGHTS INTO MODERN FPS GAME ENGINES AND THEIR FEATURES
      5. FUTURE POTENTIAL
      6. CONCLUSION
  10. Section 2: Design and Development
    1. Chapter 5: Ethics in the Design of Serious Games for Healthcare and Medicine
      1. ABSTRACT
      2. INTRODUCTION
      3. WHAT REQUIREMENTS ARE THERE IN DESIGNING AN ETHICAL SERIOUS GAME?
      4. CONSIDERATIONS IN INCORPORATING KEY ETHICO-LEGAL ISSUES INTEGRAL TO HEALTHCARE ENCOUNTERS IN SERIOUS GAMES FOR HEALTHCARE
      5. CONCLUDING COMMENTS
    2. Chapter 6: Difficulty and Scenario Adaptation
      1. ABSTRACT
      2. INTRODUCTION
      3. TOWARD THERAPEUTIC GAME BASED REHABILITATION SESSION: CHALLENGES AND ADAPTATION ISSUES
      4. STATE OF THE ART
      5. POST STROKE THERAPEUTIC GAME DESIGN PROCESS AND PLAYER’S PROFILE
      6. THERAPEUTIC GAME ABSTRACT MODEL
      7. ADAPTIVE SYSTEM ARCHITECTURE
      8. DIFFICULTY AND SCENARIO ADAPTATION APPROACH
      9. IMPLEMENTATION
      10. DISCUSSION AND FUTURE RESEARCH WORK
      11. CONCLUSION
    3. Chapter 7: Serious Game for Relationships and Sex Education
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. WHAT IS INTERVENTION MAPPING?
      5. APPLICATION OF IM TO DEVELOPMENT OF A SERIOUS GAME
      6. EVALUATION STRATEGY
      7. CHALLENGES
    4. Chapter 8: Nutrition Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE STATE OF NUTRITION GAMES
      5. GETTING IN THE GAME
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
    5. Chapter 9: Active Video Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SIGNIFICANCE
      5. SOLUTIONS AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
    6. Chapter 10: The Role of the Researcher in Making Serious Games for Health
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. WHY SOME PEOPLE MAY NOT PURSUE RESEARCH
      5. THE SOLUTION
      6. DURING GAME DESIGN AND DEVELOPMENT
      7. BEFORE THE GAME IS COMPLETED
      8. AFTER THE GAME IS FINISHED
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
  11. Section 3: Established Case Studies
    1. Chapter 11: A Serious Game for On-the-Ward Infection Control Awareness Training
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. WARD OFF INFECTION
      5. METHOD OF DEPLOYMENT ON HOSPITAL WARDS
      6. RESULTS
      7. PRE-SURVEY RESULTS
      8. USAGE OF WARD OFF INFECTION IN AN ON-THE-WARD TRIAL
      9. DISCUSSION
      10. CONCLUSION
    2. Chapter 12: Smart Phone Video Game Simulation of Parent-Child Interaction
      1. ABSTRACT
      2. INTRODUCTION
      3. MAIN FOCUS OF THE CHAPTER
      4. FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
    3. Chapter 13: SimBody
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORK
      4. TRADITIONAL LEARNING MEDIA
      5. SIMBODY PROJECT
      6. EVALUATION
      7. CONCLUSION
    4. Chapter 14: Improving the Identification of Medication Names by Increasing Phonological Awareness via a Language-Teaching Computer Game (Medicina)
      1. ABSTRACT
      2. INTRODUCTION
      3. METHOD
      4. RESULTS
      5. DISCUSSION
  12. Compilation of References
  13. About the Contributors