Morganti et al., 2019 - Google Patents
Developing serious games to improve children's compliance in chronic illnesses: Input from two use casesMorganti et al., 2019
View PDF- Document ID
- 12702058738045182508
- Author
- Morganti L
- Ascolese A
- Zettl A
- Pannese L
- Publication year
- Publication venue
- Digital Medicine
External Links
Snippet
Materials and Methods: Participatory design is the methodological key to trace the right path toward an effective and easy-to-use game; specific methodological settings are necessary to collect meaningful feedback and guide the creation of the game. Our article reports the …
- 230000001684 chronic 0 title abstract description 19
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
- G06F19/3418—Telemedicine, e.g. remote diagnosis, remote control of instruments or remote monitoring of patient carried devices
-
- 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
- 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
- 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
- G06Q10/00—Administration; Management
- G06Q10/10—Office automation, e.g. computer aided management of electronic mail or groupware; Time management, e.g. calendars, reminders, meetings or time accounting
-
- 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
- G09B23/00—Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes
- G09B23/28—Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes for medicine
-
- 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
-
- 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
Similar Documents
Publication | Publication Date | Title |
---|---|---|
Lieberman | Management of chronic pediatric diseases with interactive health games: Theory and research findings | |
Richards et al. | Beyond designing for motivation: the importance of context in gamification | |
Fonseca et al. | Development of the e-Baby serious game with regard to the evaluation of oxygenation in preterm babies: contributions of the emotional design | |
Hemingway et al. | Development of a mobile game to influence behavior determinants of HIV service uptake among key populations in the Philippines: user-centered design process | |
Pereira et al. | We4Fit: A game with a purpose for behavior change | |
Oliveira et al. | Development of a virtual reality escape room game for emotion elicitation | |
Leong et al. | Inspiring AWE: Transforming clinic waiting rooms into informal learning environments with active waiting education | |
Gómez-Cambronero et al. | Smartphone-based serious games for mental health: a scoping review | |
Murden | Mirror Thinking: How role models make us human | |
Kim | Attraction and achievement as 2 attributes of gamification in healthcare: an evolutionary concept analysis | |
Saboia et al. | Gamification strategies in weight control applications, where “losing (weight) is winning” | |
Morganti et al. | Developing serious games to improve children’s compliance in chronic illnesses: Input from two use cases | |
Adetunji et al. | Augmented reality technology: A systematic review on gaming strategy for medication adherence | |
Tsvyatkova et al. | Educational interactive eBook for newly diagnosed children with T1DM: Children's role in design | |
Mayrsohn et al. | Mobile Games for Health | |
Aliyu | Towards the engagement of children with ADHD using Sifteo cube technology | |
Brunet | The GP consultation reimagined: a tale of two houses | |
Reinders et al. | Serious digital games for diabetes Mellitus: A scoping review of its current State, Accessibility, and functionality for patients and healthcare providers | |
Decker et al. | Health and Science | |
Ferreira | Musiquence–Design, Implementation and Validation of a Customizable Music and Reminiscence Cognitive Stimulation Platform for People with Dementia | |
Knöll | " On the top of high towers..." discussing locations in a mobile health game for diabetics | |
Drapkin | The Motivational Interviewing Path to Personal Change: The Essential Workbook for Creating the Life You Want | |
Miller | Digital arts based research methods for teenage and young adult (TYA) cancer patients | |
Wang | Gamification+ HCI+ CMC: Effects of Persuasive Video Games on Consumers’ Mental and Physical Health | |
Hagert | Motivating Children With Type 1Diabetes to Use Self-management Health Coach Application: A Case Study of DiabetesNinja |