LEADER 08460nam 22009015 450 001 9910298994403321 005 20200701122711.0 010 $a3-658-07141-9 024 7 $a10.1007/978-3-658-07141-7 035 $a(CKB)3710000000269780 035 $a(EBL)1965790 035 $a(SSID)ssj0001372358 035 $a(PQKBManifestationID)11768703 035 $a(PQKBTitleCode)TC0001372358 035 $a(PQKBWorkID)11301573 035 $a(PQKB)10014152 035 $a(MiAaPQ)EBC1965790 035 $a(DE-He213)978-3-658-07141-7 035 $a(PPN)182094669 035 $a(EXLCZ)993710000000269780 100 $a20141028d2014 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGames for Health 2014 $eProceedings of the 4th conference on gaming and playful interaction in healthcare /$fedited by Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam Vosmeer, Alex Gekker 205 $a1st ed. 2014. 210 1$aWiesbaden :$cSpringer Fachmedien Wiesbaden :$cImprint: Springer Vieweg,$d2014. 215 $a1 online resource (161 p.) 300 $aDescription based upon print version of record. 311 $a3-658-07140-0 320 $aIncludes bibliographical references and index. 327 $aPreface; 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 327 $a4 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 327 $aTunnel 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 327 $a5.2 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. 327 $a1 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 327 $aTactical Forms: Classification of Applied Games for Game Design 330 $aFounded 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. 606 $aUser interfaces (Computer systems) 606 $aHealth informatics 606 $aEducation?Data processing 606 $aCommunication 606 $aSociology 606 $aLiteracy 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aHealth Informatics$3https://scigraph.springernature.com/ontologies/product-market-codes/I23060 606 $aComputers and Education$3https://scigraph.springernature.com/ontologies/product-market-codes/I24032 606 $aMedia Research$3https://scigraph.springernature.com/ontologies/product-market-codes/X29000 606 $aLiteracy$3https://scigraph.springernature.com/ontologies/product-market-codes/O40000 615 0$aUser interfaces (Computer systems). 615 0$aHealth informatics. 615 0$aEducation?Data processing. 615 0$aCommunication. 615 0$aSociology. 615 0$aLiteracy. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aHealth Informatics. 615 24$aComputers and Education. 615 24$aMedia Research. 615 24$aLiteracy. 676 $a004 676 $a005.437 676 $a302.23 676 $a374.0124 676 $a374.26 676 $a4019 676 $a502.85 702 $aSchouten$b Ben$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aFedtke$b Stephen$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aSchijven$b Marlies$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aVosmeer$b Mirjam$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aGekker$b Alex$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a9910298994403321 996 $aGames for Health 2014$91954003 997 $aUNINA