scholarly journals Use of serious games in medicine: a literature revision

2021 ◽  
Vol 10 (16) ◽  
pp. e480101624208
Author(s):  
Francisco Anderson Mariano da Silva ◽  
Tiago Silva da Silva ◽  
Ezequiel Roberto Zorzal

It is noticeable that more and more medical professionals have been searching for strategies to keep people engaged both in the recovery processes (cognitive or physical) and in the teaching part. It is possible to observe that the insertion of Serious Games has been offering this innovative possibility, which allows the development of new possibilities for several areas of knowledge. This study aims to carry out a review on the use of Serious Games in Medicine, exploring how the method has been used. The methodology used was a systematic review. Articles published from 2015 to 2020 in indexed in three databases such as IEEE, Scopus, Scielo, among others, were searched. If used correctly, the Serious Games can help in the rehabilitation process of patients affected by some sequelae caused by stroke (CVA - Cerebral Vascular Accident), and also in the rehabilitation process of people with degenerative problems. It was also possible to observe that SG can be used as motivating and engaging tools for medical students.

2020 ◽  
Author(s):  
Jorge Fernando Ambros-Antemate ◽  
María Del Pilar Beristain-Colorado ◽  
Marciano Vargas-Treviño ◽  
Jaime Gutiérrez-Gutiérrez ◽  
Pedro Antonio Hernández-Cruz ◽  
...  

BACKGROUND Serious games are a support in the rehabilitation process for treating people with physical disabilities. However, many of these serious games are not adapted to the patient’s needs because they are not developed with a software engineering framework with a set of activities, actions, and tasks that must be executed when creating a software product. Better serious games for rehabilitation will be developed if the patient and therapist requirements are identified, the development is planned, and system improvements and feedback are involved. The goal is that the serious game must offer a more attractive environment, while maintaining patient interest in the rehabilitation process. OBJECTIVE This paper submits the results of a systematic review of serious games in physical rehabilitation identifying the benefits of using a software engineering framework. METHODS A systematic research was conducted using PubMed, PEDro (Physiotherapy Evidence Database), IEEE Xplore, ScienceDirect, ACM Digital Library, Mary Ann Liebert, Taylor & Francis Online, Wiley Online Library, and Springer databases. The initial search resulted in 701 papers. After assessing the results according to the inclusion criteria, 83 papers were selected for this study. RESULTS From the 83 papers reviewed, 8 used a software engineering framework for its development. Most of them focused their efforts on 1 or more aspects, such as data acquisition and processing, game levels, motivation, therapist supervision. CONCLUSIONS This systematic review proves that most of the serious games do not use a software engineering framework for their development. As a result, development systems overlook several aspects and do not have a standardized process, eventually omitting important implementation aspects, which impact the patient’s recovery time.


Author(s):  
Joselany Áfio Caetano ◽  
Marta Maria Coelho Damasceno ◽  
Enedina Soares ◽  
Ana Virgínia Melo Fialho

2021 ◽  
Vol 3 (1) ◽  
Author(s):  
Jared M. Weisman ◽  
Marcus Rodríguez

Abstract Background Recently, the renewed global interest in cannabis’ therapeutic properties has resulted in shifting attitudes and legislative policies worldwide. The aim of this systematic review is to explore the existing literature on medical professionals’ and students’ attitudes and knowledge regarding medicinal cannabis (MC) to assess any relevant and significant trends. Methods This systematic review was conducted in accordance with PRISMA guidelines. Using PubMed and Google Scholar, a literature search was performed to identify studies pertaining to healthcare professionals’ and medical students’ knowledge and attitudes regarding MC. There were no search limits on the year of publication; however, studies without primary data (e.g., abstracts, systematic reviews, meta-analyses) and non-English language papers were excluded. Studies were coded according to the following research questions: (1) Do respondents believe that cannabis should be legalized (for medicinal and/or recreational purposes)? (2) Are respondents confident in their level of knowledge regarding cannabis’ clinical applications? (3) Are respondents convinced of cannabis’ therapeutic potential? 4) What current gaps in knowledge exist, and how can the medical community become better informed about cannabis’ therapeutic uses? and (5) Are there significant differences between the knowledge and opinions of healthcare students versus healthcare professionals with respect to any of the aforementioned queries? Chi-square tests were used to assess differences between medical students and medical professionals, and Pearson’s bivariate correlations were used to analyze associations between survey responses and year of publication—as a proxy measurement to assess change over time. Results Out of the 741 items retrieved, 40 studies published between 1971 and 2019 were included in the final analyses. In an evaluation of 21 qualified studies (8016 respondents), 49.9% of all respondents favored legalization (SD = 25.7, range: 16–97%). A correlational analysis between the percentage of survey respondents who support MC legalization and year of publication suggests that both medical students’ and professionals’ support for MC legalization has increased from 1991 to 2019 (r(19) = .44, p = .045). Moreover, medical professionals favor the legalization of MC at a significantly higher rate than students (52% vs. 42%, respectively; χ2 (1, N = 9019) = 50.72 p < .001). Also, respondents consistently report a strong desire for more education about MC and a substantial concern regarding MC’s potential to cause dependence and addiction. Pearson’s correlations between year of publication and survey responses for both of these queried variables suggest minimal changes within the last decade (2011–2019 for addiction and dependence, 2012-2019 for additional education; r(13) = − .10, p = .713 and r(12) = − .12, p = .678, respectively). Conclusion The finding that both medical students’ and professionals’ acceptance of MC has significantly increased in recent decades—in conjunction with their consistent, strong desire for more educational material—suggests that the medical community should prioritize the development of MC educational programs. MC is far more likely to succeed as a safe and viable therapy if the medical professionals who administer it are well-trained and confident regarding its clinical effects. Limitations include a lack of covariate-based analyses and the exclusion of studies published after the literature search was performed (June 2019). Future research should analyze studies published post-2019 to draw temporal comparisons and should investigate the effect of numerous covariates (e.g., gender, religiosity, prior cannabis use) as newer studies gather data on these factors [PROSPERO Registration: CRD42020204382].


10.2196/25831 ◽  
2021 ◽  
Vol 9 (4) ◽  
pp. e25831
Author(s):  
Jorge Fernando Ambros-Antemate ◽  
María Del Pilar Beristain-Colorado ◽  
Marciano Vargas-Treviño ◽  
Jaime Gutiérrez-Gutiérrez ◽  
Pedro Antonio Hernández-Cruz ◽  
...  

Background Serious games are a support in the rehabilitation process for treating people with physical disabilities. However, many of these serious games are not adapted to the patient’s needs because they are not developed with a software engineering framework with a set of activities, actions, and tasks that must be executed when creating a software product. Better serious games for rehabilitation will be developed if the patient and therapist requirements are identified, the development is planned, and system improvements and feedback are involved. The goal is that the serious game must offer a more attractive environment, while maintaining patient interest in the rehabilitation process. Objective This paper submits the results of a systematic review of serious games in physical rehabilitation identifying the benefits of using a software engineering framework. Methods A systematic research was conducted using PubMed, PEDro (Physiotherapy Evidence Database), IEEE Xplore, ScienceDirect, ACM Digital Library, Mary Ann Liebert, Taylor & Francis Online, Wiley Online Library, and Springer databases. The initial search resulted in 701 papers. After assessing the results according to the inclusion criteria, 83 papers were selected for this study. Results From the 83 papers reviewed, 8 used a software engineering framework for its development. Most of them focused their efforts on 1 or more aspects, such as data acquisition and processing, game levels, motivation, therapist supervision. Conclusions This systematic review proves that most of the serious games do not use a software engineering framework for their development. As a result, development systems overlook several aspects and do not have a standardized process, eventually omitting important implementation aspects, which impact the patient’s recovery time.


2018 ◽  
Vol 14 (2) ◽  
pp. 181-187
Author(s):  
Maciej Walkiewicz ◽  
Małgorzata Tartas

The goal of the paper is to describe the extent to which medical students and professionals are vulnerable to extreme stress. A select review of existing literature on this area has been undertaken, using the English-language online databases EBSCO, Medline and PubMed. The search has identified 36 citations relating to 6324 medical students and 28,285 medical staff (physicians, residents, nurses). The review indicates that merely beginning medical studies is a risk factor for stress, and that medical professionals, who are vulnerable to extreme work stress, say that they do not receive enough support from their co-workers. They are also often notably impulsive, introverted, neurotic and perfectionist, with low emotional intelligence and agreeableness, as well as low and external locus of control. Additionally, from longitudinal studies we have been able to identify psychological factors underpinning admission to a medical university that may be useful for predicting future stress in medical career. The results of this study may be taken into account when organizing psychological intervention programs targeted at educating future medical professionals. It seems that early identification of people at risk could reduce the impact of stress related to medical career and enhance the somatic and mental health of medical professionals.


2015 ◽  
Vol 11 (2) ◽  
pp. 86-101 ◽  
Author(s):  
Ricardo Moutinho Coentre ◽  
Maria Luisa Figueira

Author(s):  
Luciene C. de Oliveira ◽  
Luanne Cardoso Mendes ◽  
Renato A. de Lopes ◽  
José A. S. Carneiro ◽  
Alexandre Cardoso ◽  
...  

Author(s):  
Dena Crozier ◽  
Amy Greene ◽  
Mary Schleicher ◽  
Johanna Goldfarb

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