Serious Video Games and Psychological Support: A Depression Intervention among Young Cancer Patients

2022 ◽  
pp. 100479
Author(s):  
Sehrish Khan ◽  
Amir Zaib Abbasi ◽  
Syeda Farhana Kazmi ◽  
Ting Ding Hooi ◽  
Umair Rehman ◽  
...  
1995 ◽  
Vol 31 ◽  
pp. S61
Author(s):  
Y. Brandberg ◽  
B. Glimelius ◽  
M. Hellbom ◽  
P.O. Sjödén

2017 ◽  
Author(s):  
Bruno Bonnechère ◽  
Mélissa Van Vooren ◽  
Bart Jansen ◽  
Jan S. Van Sint ◽  
Mohamed Rahmoun ◽  
...  

Author(s):  
Alain Lortet

Educational devices can include play-based elements, and even take the form of so-called serious video games combining educational and playful aspects. Educational engineering models, however, do not take into consideration the addition of play-based features in educational devices. As for engineering models targeting serious games, they are often designed for a specific genre. In this article, we propose the addition of gamification specifications to the ADDIE model for use in the development of serious games. The example used ultimately highlights the adaptability of the model created, which allows the modification of later versions of a serious game.Les dispositifs pédagogiques peuvent comporter des éléments ludiques et même prendre la forme de jeux vidéo dits sérieux qui combinent aspects pédagogique et ludique. Cependant, les modèles d’ingénierie pédagogique ne prennent pas en considération l’ajout de caractéristiques ludiques aux dispositifs pédagogiques. De leur côté, les modèles d’ingénierie ciblant les jeux sérieux sont souvent conçus pour un genre précis. Dans le présent article, nous proposons d’adjoindre un devis ludique au modèle ADDIE afin de l’utiliser pour l’ingénierie des jeux sérieux. Au final, l’exemple utilisé souligne l’adaptabilité du modèle créé qui permet la modification de versions ultérieures d’un même jeu sérieux.


1998 ◽  
Vol 34 (3) ◽  
pp. 247-256 ◽  
Author(s):  
Maria Hellbom ◽  
Yvonne Brandberg ◽  
Bengt Glimelius ◽  
Per-Olow Sjödén

2014 ◽  
Vol 19 (3) ◽  
pp. 515-529 ◽  
Author(s):  
Antonia Ypsilanti ◽  
Ana B. Vivas ◽  
Teppo Räisänen ◽  
Matti Viitala ◽  
Tuula Ijäs ◽  
...  

2020 ◽  
Author(s):  
Ismael Edrein Espinosa-Curiel ◽  
Edgar Efrén Pozas-Bogarin ◽  
Juan Martínez-Miranda ◽  
Humberto Pérez-Espinosa

BACKGROUND The design and use of serious video games for children have increased in recent years. To maximize the effects of these games, it is essential to understand the children’s experiences through playing. Previous studies identified that enjoyment and user experience satisfaction of the players are principal factors that can influence the success of serious video games and the learning of their players. However, research about the relationship between enjoyment and user experience satisfaction with learning in children 8 to 10 years old is sparse. OBJECTIVE We examined the relationship of enjoyment and user experience satisfaction with the learning of children aged 8 to 10 years while playing a serious video game for health, FoodRateMaster. This serious video game teaches children about the characteristics of healthy and unhealthy foods and how to identify them in their environment. METHODS Children aged 8 to 10 years were recruited from a primary school in Mexico. Participants completed 12 individual gaming sessions with FoodRateMaster in 6 weeks. A food knowledge questionnaire was administered before and after game play to assess the players’ food knowledge. In addition, after the gaming sessions, the children’s enjoyment and user experience satisfaction were evaluated using the EGameFlow questionnaire and the Game User Experience Satisfaction Scale (GUESS) questionnaire. RESULTS We found significant positive associations for children’s (n=60) posttest knowledge with enjoyment (r<sub>58</sub>=0.36, <i>P</i>=.005) and user experience satisfaction (r<sub>58</sub>=0.27, <i>P</i>=.04). The children’s posttest knowledge scores were also positively correlated with challenge (r<sub>58</sub>=0.38, <i>P</i>=.003), knowledge improvement (r<sub>58</sub>=0.38, <i>P</i>=.003), and goal clarity (r<sub>58</sub>=0.29, <i>P</i>=.02) EGameFlow subscales and with narrative (r<sub>58</sub>=0.35, <i>P</i>=.006), creative freedom (r<sub>58</sub>=0.26, <i>P</i>=.04), and visual esthetics (r<sub>58</sub>=0.32, <i>P</i>=.01) GUESS subscales. Regression analysis indicated that the EGameFlow (F<sub>7,52</sub>=2.74, <i>P</i>=.02, R<sup>2</sup>=0.27) and the GUESS (F<sub>8,51</sub>=2.20, <i>P</i>=.04, R<sup>2</sup>=0.26) ratings significantly predicted the children’s posttest knowledge scores. EGameFlow challenge (β=0.40, <i>t</i><sub>52</sub>=2.17, <i>P</i>=.04) and knowledge improvement (β=0.29, <i>t</i><sub>52</sub>=2.06, <i>P</i>=.04) subscales significantly contributed to predicting children’s learning. None of the GUESS subscales significantly contributed to predicting children’s learning. CONCLUSIONS The findings of this study suggest that both enjoyment and user experience satisfaction for children aged 8 to 10 years were positively correlated with their learning and that were significant predictors of it. Challenge, knowledge improvement, narrative, creative freedom, and visual esthetics subscales correlated positively with children’s learning. In addition, challenge and knowledge improvement contributed to predicting their learning. These results are relevant to consider during the design stages of serious games developed for young children’s learning purposes.


2021 ◽  
Vol 8 ◽  
Author(s):  
Manal Banaser ◽  
Sami Alshammary

Background: COVID-19 concerns are associated with an increase in symptoms of depression and anxiety among cancer patients. Telehealth services hold incredible potential for providing psychological support to cancer patients. In a technology-assisted intervention for telehealth, hotline services are a valuable tool to provide psychosocial care. This paper examines the use of hotline services to offer psychological support to cancer patients. Methods: A retrospective analysis of hotline calls patient registry data was conducted. Data were collected from a single cancer center in Riyadh, from May 2020 to March 2021, with a random sample of 877 callers to cancer hotline services. Responses of a satisfaction questionnaire were linked to call-related concerns of registry data.  Results: A total of 877 calls were received, the majority of which came from Riyadh locals. Patient disease complaints accounted for 210 calls (24%), while retake medicine requests accounted for 251 calls (28.62%). 143 (16.31%) calls were about scheduled new appointments, 261 calls (29.76%) were about psychological issues induced by Covid-19, such as worry, fear, and anxiety symptoms, and 12 calls (1.37%) having to do with Covid-19. Seven hundred seventy-two callers (88 %) indicated satisfaction with the services call attended. Discussion: Hotline services in cancer care have been identified as a key resource telehealth service that positively influences patient satisfaction and meets cancer patient needs in the face of the pandemic. This study also highlighted the need for other telehealth services, such as mental health mobile applications, virtual multidisciplinary care, and online support groups, which can provide an excellent option for providing psychological support to cancer patients. Conclusion: This study found that providing Cancer Care Hotline services during a pandemic improves patient-centered care and a more efficient healthcare delivery system. 


2020 ◽  
Author(s):  
Dr. Amir Abbasi ◽  
Sehrish Khan ◽  
Syeda Farhana Kazmi ◽  
Helmut Hlavacs ◽  
Ding Hooi Ting ◽  
...  

UNSTRUCTURED Depression, coupled with a cancer diagnosis in early childhood, often leads toward disinclination to psychotherapy, especially in children. However, an effective remedy could be found in video games that could reduce the depressive condition. The study investigates the efficacy of therapy embedded games (3D-GIT) against the simple mental health games (Re-Mission-II) in reducing depressive symptoms associated with a cancer diagnosis. The sample comprised of 60 cancer patients randomly selected from different cancer hospitals in Pakistan. All the patients were pre-tested using the Center for Epidemiological Studies Depression Scale for Children (CES-DC). The sample was randomly divided into two equal groups: one group played the 3D-GIT game, and the other played the Re-Mission-II game. The games were played four times a week for a month. All the patients were then re-tested on the same scale. Pre-test and post-test scores were compared through paired t-test analysis. Findings of the study supported the first two hypotheses that 3D-GIT and Re-Mission-2 are effective in reducing the depressive symptoms among young cancer patients. The study results revealed that these video games could be used as an alternative treatment of depression for those who are not willing to go for counseling sessions with clinical psychologists. However, the results revealed an insignificant difference between 3D-GIT and Remission-II games, suggesting that both games effectively reduce depressive symptoms of cancer patients. The study results can be used to apply the 3D-GIT game and the Remission-II game to treat depression among cancer patients.


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