Wong et al., 2025 - Google Patents
Advancing healthcare digitalization through games and gamification in the AsiaWong et al., 2025
View PDF- Document ID
- 8246018416434225976
- Author
- Wong B
- Tan C
- Bastrygina T
- Publication year
- Publication venue
- Digital Healthcare, Digital Transformation and Citizen Empowerment in Asia-Pacific and Europe for a Healthier Society
External Links
Snippet
Healthcare digitalization through games and gamification has emerged as a transformative approach in the Asia-Pacific region, offering innovative solutions to address diverse healthcare challenges. This abstract provides a comprehensive overview of the applications …
- 230000036541 health 0 abstract description 59
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06F—ELECTRICAL DIGITAL DATA PROCESSING
- G06F19/00—Digital computing or data processing equipment or methods, specially adapted for specific applications
- G06F19/30—Medical informatics, i.e. computer-based analysis or dissemination of patient or disease data
- G06F19/34—Computer-assisted medical diagnosis or treatment, e.g. computerised prescription or delivery of medication or diets, computerised local control of medical devices, medical expert systems or telemedicine
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06Q—DATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Systems or methods specially adapted for a specific business sector, e.g. utilities or tourism
- G06Q50/10—Services
- G06Q50/20—Education
- G06Q50/205—Education administration or guidance
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06Q—DATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Systems or methods specially adapted for a specific business sector, e.g. utilities or tourism
- G06Q50/10—Services
- G06Q50/22—Health care, e.g. hospitals; Social work
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06F—ELECTRICAL DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B5/00—Electrically-operated educational appliances
- G09B5/02—Electrically-operated educational appliances with visual presentation of the material to be studied, e.g. using film strip
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B19/00—Teaching not covered by other main groups of this subclass
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B7/00—Electrically-operated teaching apparatus or devices working with questions and answers
- G09B7/02—Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/10—Control of the course of the game, e.g. start, progess, end
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B23/00—Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06F—ELECTRICAL DIGITAL DATA PROCESSING
- G06F17/00—Digital computing or data processing equipment or methods, specially adapted for specific functions
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06Q—DATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce, e.g. shopping or e-commerce
- G06Q30/02—Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
- G06Q30/0207—Discounts or incentives, e.g. coupons, rebates, offers or upsales
- G06Q30/0226—Frequent usage incentive systems, e.g. frequent flyer miles programs or point systems
- G06Q30/0232—Frequent usage rewards other than merchandise, cash or travel
Similar Documents
Publication | Publication Date | Title |
---|---|---|
Shah et al. | Developing digital intervention games for mental disorders: A review | |
Cheng | Recommendations for implementing gamification for mental health and wellbeing | |
McCallum | Gamification and serious games for personalized health | |
Shen et al. | Virtual reality–based executive function rehabilitation system for children with traumatic brain injury: design and usability study | |
Fernandes et al. | Impact of exergames on the mental health of older adults: a systematic review and GRADE evidence synthesis | |
Marston et al. | Gamification: applications for health promotion and health information technology engagement | |
Linehan et al. | Games against health: a player-centered design philosophy | |
Bae et al. | Desensitization of triggers and urge reprocessing for an adolescent with internet addiction disorder | |
Baranowski et al. | Is enhanced physical activity possible using active videogames? | |
Abd Majid et al. | Staying motivated during difficult times: a snapshot of serious games for paediatric cancer patients | |
Baranowski et al. | Videogame mechanics in games for health | |
Novák et al. | Handbook of research on holistic perspectives in gamification for clinical practice | |
Astell et al. | System development guidelines from a review of motion-based technology for people with dementia or MCI | |
Goldstein | Applied entertainment: Positive uses of entertainment media | |
Stutvoet et al. | Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review | |
Squire et al. | Casual games, cognition, and play across the lifespan: A critical synthesis | |
Tang et al. | The role of serious video games in the treatment of disordered eating behaviors: systematic review | |
Wang | Understanding senior adults’ needs, preferences, and experiences of commercial exergames for health: Usability study | |
Camara Machado et al. | Evaluation of the usability of a serious game in virtual reality with a focus on the perception and experience of health professionals for motor rehabilitation in children with cerebral palsy | |
Gómez-Cambronero et al. | Smartphone-based serious games for mental health: a scoping review | |
Koenig et al. | Virtual reality and rehabilitation. | |
Hernandez-Capistran et al. | A decade of apps for ADHD management: a scoping review | |
Bao et al. | Using participatory design methods to explore changes in the self-efficacy of students with visual impairments after playing exergames | |
Chignell et al. | Motivating physical exercise in the elderly with mixed reality experiences | |
Pyae et al. | Pre-studies on using digital games for the elderly’s physical activities |