The Resource Games for Health 2014 : proceedings of the 4th conference on gaming and playful interaction in healthcare, Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam Vosmeer, Alex Gekker, editors

Games for Health 2014 : proceedings of the 4th conference on gaming and playful interaction in healthcare, Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam Vosmeer, Alex Gekker, editors

Label
Games for Health 2014 : proceedings of the 4th conference on gaming and playful interaction in healthcare
Title
Games for Health 2014
Title remainder
proceedings of the 4th conference on gaming and playful interaction in healthcare
Statement of responsibility
Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam Vosmeer, Alex Gekker, editors
Creator
Contributor
Editor
Subject
Genre
Language
eng
Summary
Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and healthcare. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, healthcare and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and healthcare. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education. Content The proceedings covers the peer-reviewed papers from the Games for Health Conference 2014. Target groups - Game Developers, Game Designers - Medical Professionals - Researchers & Students Editors Prof. Dr. Ben Schouten BA is full professor in Playful Interaction at Eindhoven University of Technology, as well as associate professor Play & Game Design at Amsterdam University of Applied Sciences. He is a Member of the Dutch Games Association and advisor for the European Commission. Dr. Marlies P. Schijven is a surgeon at the Academic Medical Center in Amsterdam, and a renowned researcher in the field of Virtual Reality applications for healthcare, Simulation and Serious Gaming. Dr. Mirjam Vosmeer is a member of the Games & Play department, at the Hogeschool van Amsterdam. She has a PhD in communication science and an academic background in game studies, psychology, popular culture and media entertainment. Her further professional background includes television production, scriptwriting, journalism and publishing. Dr. Stephen Fedtke is an IT specialist and highly recognized book author and editor. His focus is on the interdisciplinary application of information and media technologies, such as IT security, health and entertainment. Alex Gekker is a doctoral candidate at Utrecht University and member of the Games for Health Europe's founding team. His research focuses on playful everyday interactions in the digital maps domain
Cataloging source
N$T
Dewey number
610.113
Illustrations
illustrations
Index
index present
LC call number
R859.7.C65
Literary form
non fiction
http://bibfra.me/vocab/lite/meetingDate
2014
http://bibfra.me/vocab/lite/meetingName
European Games for Health Conference
Nature of contents
  • dictionaries
  • bibliography
http://library.link/vocab/relatedWorkOrContributorName
  • Schouten, Ben
  • Fedtke, Stephen
  • Schijven, Marlies
  • Vosmeer, Mirjam
  • Gekker, Alex
http://library.link/vocab/subjectName
  • Medical care
  • Computer games
  • HEALTH & FITNESS
  • HEALTH & FITNESS
  • MEDICAL
  • MEDICAL
  • MEDICAL
  • MEDICAL
  • MEDICAL
  • MEDICAL
  • Computer games
  • Medical care
Label
Games for Health 2014 : proceedings of the 4th conference on gaming and playful interaction in healthcare, Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam Vosmeer, Alex Gekker, editors
Link
https://ezproxy.lib.ou.edu/login?url=http://link.springer.com/10.1007/978-3-658-07141-7
Instantiates
Publication
Note
  • International conference proceedings
  • Includes author index
Antecedent source
unknown
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
  • Preface; Organization; Table of Contents; "On call: antibiotics"- development and evaluation of a serious antimicrobial prescribing game for hospital care; 1 Introduction; 2 Objectives; 3 Materials and methods; 3.1 Clinical elements; 3.2 Gamification elements; 4 Evaluation; 4.1 Qualitative approaches; 4.2 Quantitative approaches; 4.3 In-game metrics; 5 Discussion; 6 Conclusions; 7 References; Virtual Reality and Mobius Floe: Cognitive Distraction as Non-Pharmacological Analgesic for Pain Management; 1 Introduction; 2 Related Work; 3 Virtual Reality Design and Development for Mobius Floe
  • 4 Future Work5 References; Gaming as a training tool to train cognitive skills in Emergency Medicine: how effective is it?; Background and objectives; Methods; Results; Conclusions; Games [4Therapy] Project: Let'sTalk!; Introduction; Why Games and Playful Interventions?; Safe Environment; Emotional Distance; Why Empathy and Motivation?; Games For Therapy; Step 1: Ethnographic Research; Step 2: Connecting to Existing Therapies; Step 3: Game Jamming; Step 4: Designing Ourselves; Step 5: Three Prototypes; Step 6 User Testing & Validation; Conclusion; References
  • Tunnel Tail: A New Approach to Prevention1 Introduction; 2 Methods; 3 Design; 4 Participants; 5 Procedures; 6 Data Analysis; 6.1 Comparison of Pre- and Post-Gameplay Questions; 6.2 Comparison of Short- and Long-play Groups; 6.3 Evidence of Appeal; 7 Discussion; References; Game Design of a Health Game for Supporting the Compliance of Adolescents with Diabetes; 1 Requirements and Project Goals; 2 First Approach for Game Concept; 3 Theoretical foundation; 4 Data collection by expert interviews as basic for concept of the serious game; 5 Conceptual approaches; 5.1 Methodology of Game Development
  • 5.2 Early concept prototypes6 Future Work; 7 References; The Effect of Social Sharing Games and Game Performance on Motivation to Play Brain Games; 1 Introduction; 2 Theory; 2.1 Motivation; 2.2 Feedback and Motivation; 2.3 The Social Environment and Shared Feedback; 2.4 Structuring the Feedback; 3 Method and Procedure; 3.1 Participants; 3.2 Game and Procedure; 3.3 Measures; 4 Results; 4.1 Preliminary analyses; 4.2 Hypothesis testing; 5 Discussion; 6 Conclusion; References; Patients Should Not Be Passive! Creating and Managing Active Virtual Patients in Virtual Clinical Environments
  • 1 Intro/Background2 The 'Passive' Virtual Patient in Professional Medical Education; 3 Rapid Authoring and Real-time Management of Virtual Patients in a Virtual Clinical Environment; 4 The Benefits of Active Virtual Patient Management; 5 References; The Opinions of People in the Netherlands over 65 on Active Video Games: a Survey Study; 1 Introduction; 2 Method; 3 Results; 3.1 Participants; 3.2 Acquaintance and Experiences; 3.3 Motivations and Barriers; 3.4 Game Play Preferences; 3.5 Determinants; 4 Discussion and Conclusion; References
Dimensions
unknown
Extent
1 online resource (x, 154 pages)
File format
unknown
Form of item
online
Isbn
9783658071417
Level of compression
unknown
Media category
computer
Media MARC source
rdamedia
Media type code
c
Note
SpringerLink
Other control number
10.1007/978-3-658-07141-7
Other physical details
illustrations (some color)
Quality assurance targets
not applicable
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
  • (OCoLC)894509322
  • (OCoLC)ocn894509322
Label
Games for Health 2014 : proceedings of the 4th conference on gaming and playful interaction in healthcare, Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam Vosmeer, Alex Gekker, editors
Link
https://ezproxy.lib.ou.edu/login?url=http://link.springer.com/10.1007/978-3-658-07141-7
Publication
Note
  • International conference proceedings
  • Includes author index
Antecedent source
unknown
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
  • Preface; Organization; Table of Contents; "On call: antibiotics"- development and evaluation of a serious antimicrobial prescribing game for hospital care; 1 Introduction; 2 Objectives; 3 Materials and methods; 3.1 Clinical elements; 3.2 Gamification elements; 4 Evaluation; 4.1 Qualitative approaches; 4.2 Quantitative approaches; 4.3 In-game metrics; 5 Discussion; 6 Conclusions; 7 References; Virtual Reality and Mobius Floe: Cognitive Distraction as Non-Pharmacological Analgesic for Pain Management; 1 Introduction; 2 Related Work; 3 Virtual Reality Design and Development for Mobius Floe
  • 4 Future Work5 References; Gaming as a training tool to train cognitive skills in Emergency Medicine: how effective is it?; Background and objectives; Methods; Results; Conclusions; Games [4Therapy] Project: Let'sTalk!; Introduction; Why Games and Playful Interventions?; Safe Environment; Emotional Distance; Why Empathy and Motivation?; Games For Therapy; Step 1: Ethnographic Research; Step 2: Connecting to Existing Therapies; Step 3: Game Jamming; Step 4: Designing Ourselves; Step 5: Three Prototypes; Step 6 User Testing & Validation; Conclusion; References
  • Tunnel Tail: A New Approach to Prevention1 Introduction; 2 Methods; 3 Design; 4 Participants; 5 Procedures; 6 Data Analysis; 6.1 Comparison of Pre- and Post-Gameplay Questions; 6.2 Comparison of Short- and Long-play Groups; 6.3 Evidence of Appeal; 7 Discussion; References; Game Design of a Health Game for Supporting the Compliance of Adolescents with Diabetes; 1 Requirements and Project Goals; 2 First Approach for Game Concept; 3 Theoretical foundation; 4 Data collection by expert interviews as basic for concept of the serious game; 5 Conceptual approaches; 5.1 Methodology of Game Development
  • 5.2 Early concept prototypes6 Future Work; 7 References; The Effect of Social Sharing Games and Game Performance on Motivation to Play Brain Games; 1 Introduction; 2 Theory; 2.1 Motivation; 2.2 Feedback and Motivation; 2.3 The Social Environment and Shared Feedback; 2.4 Structuring the Feedback; 3 Method and Procedure; 3.1 Participants; 3.2 Game and Procedure; 3.3 Measures; 4 Results; 4.1 Preliminary analyses; 4.2 Hypothesis testing; 5 Discussion; 6 Conclusion; References; Patients Should Not Be Passive! Creating and Managing Active Virtual Patients in Virtual Clinical Environments
  • 1 Intro/Background2 The 'Passive' Virtual Patient in Professional Medical Education; 3 Rapid Authoring and Real-time Management of Virtual Patients in a Virtual Clinical Environment; 4 The Benefits of Active Virtual Patient Management; 5 References; The Opinions of People in the Netherlands over 65 on Active Video Games: a Survey Study; 1 Introduction; 2 Method; 3 Results; 3.1 Participants; 3.2 Acquaintance and Experiences; 3.3 Motivations and Barriers; 3.4 Game Play Preferences; 3.5 Determinants; 4 Discussion and Conclusion; References
Dimensions
unknown
Extent
1 online resource (x, 154 pages)
File format
unknown
Form of item
online
Isbn
9783658071417
Level of compression
unknown
Media category
computer
Media MARC source
rdamedia
Media type code
c
Note
SpringerLink
Other control number
10.1007/978-3-658-07141-7
Other physical details
illustrations (some color)
Quality assurance targets
not applicable
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
  • (OCoLC)894509322
  • (OCoLC)ocn894509322

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