Video Games in Health Care: Closing the Gap

Kato, Pamela M.·2010·Review of General Psychology

Cited by (501)

Items 301–400 of 501

  1. The Effect of Time Manipulation on Immersion in Digital Games
    Mohd Hafiz Abd Rahman, A. Imran Nordin, Alena Denisova · 2017 · Lecture notes in computer science
  2. Cultural literacy acquisition through video game environments of a digitally born generation.
    Olena Shliakhovchuk · 2019
  3. ‘Race the Wild’: Encountering Non-human Life Through the Gamification of Wildlife Movement
    Chris G. Sandbrook, Emma Tait, William M. Adams · 2025 · Conservation and Society
  4. Cognitive gains from video game use in older age: a review of the literature corroborating them
    Luciana Laganà · 2018 · International Journal of Family & Community Medicine
  5. Physiological Demands of Exergames in Older Adults—A Systematic Literature Review
    Claudia Kubica, Benjamin Dütschler, Timo M. O. Felder, Dario Querciagrossa, Claudio Renato Nigg · 2023 · Journal of Aging and Physical Activity
  6. Can arts-based interventions reduce children’s peri-operative anxiety in paediatrics? A discussion of representative studies
    Lars Harald Maagerø, Charlotte Grainger, Περσεφόνη Σέξτου · 2023 · Applied Theatre Research
  7. Difference in operation of Mouse and Touchscreen in older adults
    Anika Steinert, Marten Haesner, Julie Lorraine O’Sullivan, Elisabeth Steinhagen‐Thiessen · 2015 · International Journal of Serious Games
  8. Subconscious Learning via Games and Social Media
    Ji‐Young An · 2015 · Healthcare Informatics Research
  9. White Paper: Games for Health for Children—Current Status and Needed Research
    Tom Baranowski, Fran C. Blumberg, Richard Buday, Lynn E. Fiellin, C. Shawn Green, Pamela M. Kato, Amy Shirong Lu, Erin K. Maloney, Robin R. Mellecker, Brooke A. Morrill et al. · 2015
  10. Serious games for health, well-being, and medical applications
    Pamela M. Kato · 2017 · Digital Medicine
  11. Serious Games in der Gesundheitskommunikation
    Johannes Breuer, Josephine B. Schmitt · 2019 · Springer eBooks
  12. Adapting a Classic Platform Video Game to the Carbohydrate Counting Method for Insulin-Dependent Diabetics
    Nikolaos Vassilakis, Varvara Garneli, Konstantinos Patiniotis, Ioannis Deliyannis, Konstantinos Chorianopoulos · 2019 · EAI International Conference on Smart Objects and Technologies for Social Good (GOODTECHS)
  13. The Results of an Iterative Evaluation Process of an Mhealth Application for Rewarding Healthy Behaviour Among Older Adults
    Stephanie Maria Jansen-Kosterink, Roos Bulthuis, Silke ter Stal, Lex van Velsen, Aristodemos Pnevmatikakis, Sofoklis A. Kyriazakos, Andrew Pomazanskyi, Harm op den Akker · 2020 · Communications in computer and information science
  14. A Method to Improve the Design of Virtual Reality Games in Healthcare Applied to Increase Physical Activity in Patients with Type 2 Diabetes Mellitus
    Leticia Neira-Tovar, Iván Castilla‐Rodríguez, Francisco González‐Salazar · 2022 · Applied Sciences
  15. Information Systems and Technology
    Eduardo Liniers Bunge, Megan K. Jones, Benjamin Dickter, R. Perales, Andrea Spear · 2016 · Springer eBooks
  16. Alpha testing of the rapid recovery Kayaking-based exergame
    Robert Shewaga, David Rojas, Bill Kapralos, John Brennan · 2015 · IEEE Games, Entertainment, Media Conference (GEM)
  17. Praxis Games a Design Philosophy for Mobilizing Knowledge through Play.
    Steve Wilcox · 2019 · American journal of play
  18. Clinical Perceptions and Feasibility Analysis of a Virtual Reality Game for Post-Stroke Rehabilitation
    Julián Felipe Villada Castillo, José Fernando López, John Edison Muñoz, Oscar Alberto Henao · 2024 · TecnoLógicas
  19. Supporting Social Skills Rehabilitation with Virtual Storytelling
    Cindy Even, Anne-Gwenn Bosser, João F. Ferreira, Cédric Buche, Florian Stéphan, Marc Cavazza, Christine Lisetti · 2016 · HAL
  20. Gameplay and Educational Outcomes: Reminders for Educational Game Development
    Fran C. Blumberg, Jeanna Pagnotta · 2014 · Games for Health Journal
  21. Exergaming for Shoulder-Based Exercise and Rehabilitation
    Álvaro Uribe-Quevedo, Bill Kapralos · 2017 · Intelligent systems reference library
  22. Mental Health Therapy Protocols and eHealth Design: Focus Group Study
    Marierose M.M. van Dooren, Valentijn Visch, Renske Spijkerman, Richard Goossens, Vincent M. Hendriks · 2020 · JMIR Formative Research
  23. Extending Mirror Therapy into Mixed Reality—Design and Implementation of the Application PhantomAR to Alleviate Phantom Limb Pain in Upper Limb Amputees
    Cosima Prahm, Korbinian Eckstein, Michael Bressler, Hideaki Kuzuoka, Jonas Kolbenschlag · 2023 · Smart innovation, systems and technologies
  24. High School Teachers’ Experiences of Consumer Technologies for Stress Management During the COVID-19 Pandemic: Qualitative Study
    Julia B Manning, ANN E. BLANDFORD, Julian H. Edbrooke-Childs · 2023 · JMIR Formative Research
  25. Playing Away the Rage: A Systematic Literature Review of Games in Anger Management Interventions
    Nico Marcelino, Samuel Kusuma, Tan Albertus Triwijaya Setiadi, Alexander Agung Santoso Gunawan, Karen Etania Saputra · 2023 · International Conference on Networking, Electrical Engineering, Computer Science, and Technology (IConNECT)
  26. Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach
    Kun-Lin Wu, Yu‐Han Wang, Yung-Chun Hsu, Yen-Che Shu, Chung‐Hua Chu, Chun-An Lin · 2024 · Games for Health Journal
  27. Technology-enhanced learning in anaesthesia and educational theory
    Katherine Kirkpatrick, RALPH JAMES MACKINNON · 2012 · Continuing Education in Anaesthesia Critical Care & Pain
  28. Serious Games for the Rehabilitation of Disabled People: Results of a Multilingual Survey
    Marion Ann Hersh, Barbara Leporini · 2019 · Communications in computer and information science
  29. Serious Games in der Gesundheitskommunikation
    Johannes Breuer, Josephine B. Schmitt · 2017 · Springer eBooks
  30. Attributing Design Decisions in the Evaluation of Game- Based Health Interventions
    Eelco Braad, Jef Folkerts, Niek Jonker · 2013 · Springer eBooks
  31. Taming the devil: A game-based approach to teaching immunology
    Scott A. Nankervis, Grant Meredith, Peter W. Vamplew, Nina Fotinatos · 2012 · FedUni ResearchOnline (Federation University Australia)
  32. New Technology in the Assessment and Treatment of Obesity
    Sofia Marques Ramalho, Cátia Silva, Ana Pinto‐Bastos, Eva Conceição · 2015 · Springer eBooks
  33. Sepsis Fast Track: A simulation game for Clinical education based on the Sepsis Fast Track protocol
    Cláudia Ribeiro, Micaela Monteiro, Jannicke Baalsrud Hauge, João Madeiras Pereira, Tiago Antunes · 2016 · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health
  34. Breaking Health Insurance Knowledge Barriers Through Games: Pilot Test of Health Care America
    Sara Champlin, Juli James · 2017 · JMIR Serious Games
  35. Designing Games for Children with Cerebral Palsy
    Kristín Guðmundsdóttir, Astrid Lilja Wille, Alexandru Savu · 2013 · Springer eBooks
  36. Designing Motivational Games for Robot-Mediated Stroke Rehabilitation
    Nauman Shah · 2016 · University of Hertfordshire Research Archive (University of Hertfordshire)
  37. The evaluation and impact of educational media and technology on children and adolescents
    Jennifer A. Kotler, Mindy K Brooks · 2022 · Elsevier eBooks
  38. Les serious games , dispositifs de communication persuasive
    Marie-Pierre Fourquet-Courbet, Didier Courbet · 2016 · Réseaux
  39. Concept Mapping Plays a Complementary Role in Optimizing the Effectiveness of Interactive Simulations in Medical Student Learning of Bacterial Sepsis Pathophysiology
    Blaine Traylor, Emma Fenner, Adam Western, Brendan Seabold, Allison Mool, Jacob Schmid, Thomas Johnston, Dajonea Robinson, Akhila Kambhatla, Pruthvi Sainath Reddy et al. · 2025 · Medical Science Educator
  40. Can Augmented Reality Head-Mounted Display Exergames Support the Management of Multiple Sclerosis at Home? Workshop Discussions with Researchers and Experts with Lived Experience of MS
    Adiwangsa, Michelle, Suominen, Hanna, Sweetser, Penny · 2025 · Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems
  41. Music in Serious Games as a Healing Factor
    Yvonne Stingel-Voigt · 2018 · Springer eBooks
  42. Measuring Fun
    Brandon C. Strubberg, Timothy J. Elliott, Erin P. Pumroy, Angela E. Shaffer · 2020 · Loading
  43. The Video Gamer Persona: A Five Factor Study Exploring Personality Elements of The Video Gamer
    Anthony M. Bean, Natasha Pooran · 2022 · Journal of Psychology and Psychotherapy Research
  44. Digitale Technologien und Strategien in der Amputationsmedizin
    Cosima Prahm, Michael Bressler, Johannes Christoph Heinzel, Henrik Lauer, Jana Ritter, Adrien Daigeler, Jonas Kolbenschlag · 2024 · Die Unfallchirurgie
  45. Running wild
    William M. Adams, Chris G. Sandbrook, Emma Tait · 2024 · Manchester University Press eBooks
  46. Using Low-cost computer-based simulations in the Spanish National Transplant Procedures
    Blanca Borro Escribano, Ángel del Blanco, Baltasar Fernández‐Manjón, Itziar Martínez Alpuente, Beatriz Domínguez‐Gil, Rafael Matesanz · 2013 · IEEE International Conference on e-Health Networking, Applications and Services (Healthcom)
  47. Gry komputerowe w organizacji - uwarunkowania psychologiczne
    Michał Mijal · 2012 · Problemy Zarządzania - Management Issues
  48. Overcoming the Barriers to Uptake: A Study of 6 Danish Health-Based Serious Games Projects
    Brown, Damian · 2013 · International Journal of Game-Based Learning
  49. Serious games in medicine
    Agnieszka Szczęsna · 2013 · Bio-Algorithms and Med-Systems
  50. Playability Assessment for Educational Computer Games: Pilot Study for Model Development
    Hasiah Mohamed, Azizah Jaafar · 2013 · Lecture notes in computer science
  51. Video žaidimų ir užklasinės veiklos reikšmė subjektyviam tėvų savo vaikų ir paauglių socialinio ir emocinio funkcionavimo vertinimui
    Aaron Boyce, G. Thomas Schanding · 2013 · International Journal of Psychology a Biopsychosocial Approach
  52. Video Games for Engaged Learning and Prosocial Behavior
    Karla V. Kingsley, Daniel Olufemi · 2015 · Society for Information Technology & Teacher Education International Conference
  53. Can a Game Improve People’s Lives? The Case of Serious Games
    Armir Bujari, Matteo Ciman, Ombretta Gaggi, Claudio Enrico Palazzi · 2016 · Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
  54. Children Designing Serious Games for Children from other Cultures
    Gavin Sim, Janet C. Read, Matthew Horton · 2017 · EAI Endorsed Transactions on Game-Based Learning
  55. An Initial Study on Human Emotional States in Video Games.
    Javier Torregrosa, Raquel Menéndez-Ferreira, Raúl Lara-Cabrera, Pei‐Chun Shih, David Camacho · 2018
  56. A new rehabilitation device: S’TIM, the persuasive and therapeutic serious-game for patients with dysexecutive syndrome
    Julie Golliot · 2018 · Modelling Measurement and Control C
  57. Translating Games Into Effective Health Results Using Digital Tools
    Duarte Vital Brito, Hernâni Zão Oliveira · 2021 · Advances in medical education, research, and ethics (AMERE) book series
  58. Efectos de la realidad virtual sobre el equilibrio corporal en población adulta de la ciudad de Bogotá
    Carlos Alberto Castillo-Daza, Jhonatan C. Peña, Luis Alberto Cardozo, William Felipe Martin-Aleman · 2022 · Fisioterapia
  59. Conventional Cervical Exercises Compared with a Mixed-Reality-Based Game in Asymptomatic Subjects: An Exploratory Crossover Pilot Study
    Marta Carlota Díaz-Sáez, Gonzalo Navarro-Fernández, Josué Fernández‐Carnero, Miriam Garrigós-Pedrón, Juan Pablo Romero, Héctor Beltrán-Alacreu · 2022 · Applied Sciences
  60. Geschlechterbezogene Rollen und Stereotype und ihre Auswirkungen auf das Leben Jugendlicher und junger Erwachsener
    Miriam‐Linnea Hale, Elisabeth A. Holl, André Melzer · 2022 · Springer eBooks
  61. Engagement Levers for Therapists and Patients in a Context of Cognitive Rehabilitation of Executive Functions With the Serious Game S’TIM
    Julie Golliot · 2019 · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health
  62. Design and Evaluation of COVID Pacman – A Persuasive Game to Promote the Awareness and Adoption of COVID-19 Precautionary Measures Tailored to the Stages of Change
    Dinesh Mulchandani · 2021 · DalSpace (Dalhousie University)
  63. Engagement, Empowerment and Patient Generated Health Data
    Kara Burns · 2017 · Queensland University of Technology
  64. Use of XR Technologies for the Assessment and Training of Leadership Skills
    Elena Parra, Mariano Alcañíz, Cristina Giglio, Irene Alice Chicchi Giglioli · 2022
  65. The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey
    Priscilla Haring · 2021 · JMIR Serious Games
  66. The CDC’s “Solve the Outbreak” game: a preliminary debriefing study with students enrolled in an undergraduate epidemiology course
    Christopher M. Seitz, Jeffrey L. Lennon, Muhsin Michael Orsini, Lauren Elliot, Margaret Lloyd, Fin Findley · 2024 · Discover Education
  67. Fostering Creativity: The Role of Operant Variability on Problem-Solving and Insight
    Rafael Rodrigues, Miriam García‐Mijares · 2025 · The Psychological Record
  68. Human factors in entertainment computing
    Kathrin Gerling · 2011 · International Conference on the Foundations of Digital Games (FDG)
  69. UM GAME PARA A PSICOLOGIA ESCOLAR: PROPOSIÇÕES TEÓRICO-METODOLÓGICAS PARA A CONSTRUÇÃO DE UM ARTEFATO LÚDICO-EDUCATIVO
    Fernando Teles, Larissa Medeiros Marinho dos Santos, Cleci Maraschim · 2015 · Educação em Revista
  70. Expert user validation of transplant management procedure simulations
    Blanca Borro Escribano, Javier Torrente, Ángel del Blanco, Baltasar Fernández‐Manjón, Itziar Martínez Alpuente, Rafael Matesanz · 2014 · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health
  71. Developing a prototype of an Oncobiology serious game for medical education
    Ana Martins, Frederico G. Freitas, Pedro R. Goncalves, Rui Prada, Joana M. P. Desterro, Laisa C. P. Costa, M. Ines Crisostomo · 2013 · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health
  72. Sepsis Fast Track: A Serious Game for Medical Decision Making
    Cláudia Ribeiro, Micaela Monteiro, João Madeiras Pereira, Tiago Antunes, Jannicke Baalsrud Hauge · 2014 · Lecture notes in computer science
  73. La violence dans les jeux vidéo et leurs effets : qu’en pensent les joueurs ?
    Benoît Gagnon · 2013 · Criminologie
  74. Medical Education: General Concepts and Strategies
    Rodrigo Rubio-Martínez · 2014 · Springer eBooks
  75. Merobrixx — Mental Rotation Bricks: A Serious Game for Cognitive Training
    Matthias Klauser, Frank Paul Schulte, Jörg Niesenhaus, Manuel Grundmann, Jürgen Ziegler · 2011 · Oldenbourg Wissenschaftsverlag eBooks
  76. EPIK - Virtual Rehabilitation Platform Devised to Increase Self-reliance of People with Limited Mobility
    Sonia Garrote Fernández, Azael J. Herrero, Miguel Pedraza-Hueso, Carlos González-Gutiérrez, María V. Fernández-San Román, Francisco Javier Díaz Pernas, Héctor Menéndez, Cristina M. Ferrero, Mario Martínez‐Zarzuela · 2015 · International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE)
  77. Games and Gamification : Discussions for and against their health benefits
    Sirkka Komulainen · 2016
  78. Online Prevention and Early Intervention in the Field of Psychiatry Using Gamification in Internet Interventions
    Jana Hanusová, Tereza Štěpánková, Jana Tomanová, Simona Dočkalová, Hana Papežová · 2016 · IGI Global eBooks
  79. Games for Treating and Diagnosing Post Traumatic Stress Disorder
    Christoffer Holmgård, Karen‐Inge Karstoft · 2016 · Socio-affective computing
  80. Integrating Concepts of Behavioral Change and Technology to Promote Health in Persons with Arthritis
    Maura Daly Iversen · 2013
  81. Designing Hand Tracked Exergames with Virtual Toys
    Saskia Ortiz, Álvaro Uribe-Quevedo, Bill Kapralos · 2017 · International series on computer entertainment and media technology
  82. Serious game's participatory design and evaluation for asthma kids
    Alexandra Delmas · 2017 · Conference on l'Interaction Homme-Machine (IHM)
  83. The Effectiveness of the “Man-Man” Mobile Game on Children’s Self-Concept and Self-Esteem
    Hamideh Mohammadi Nasab, Mohammad Ali Mazaheri, Sadeq Fallah Tafti, Samaneh Behzadpoor · 2019 · International Serious Games Symposium (ISGS)
  84. How Logical and Mathematical Games Treat Patients and Adults Suffering from Dementia
    Vinothini Kasinathan, Akansha Mandhana, Aida Mustapha, Nur Sarah Adha Adam · 2020 · International Journal of Current Research and Review
  85. Changing Children’s Behavior Based on Persuasive Game: Design for Children’s Safety Education
    Yanan Yang, Duoduo Zhang, Xiaoqian Mou, Yuanyuan Yang · 2021 · Lecture notes in networks and systems
  86. The COVID-19 fighter: an interactive learning platform
    Parthasarathy P.K., Amit Mittal, Arun Aggarwal, Narinder Pal Singh, Archana Mantri · 2024 · Information Discovery and Delivery
  87. Informatyka @ przyszłości
    2013
  88. GAME REQUIREMENTS GATHERING AMONG HOSPITALISED PAEDIATRIC CANCER PATIENTS: A THEMATIC ANALYSIS
    A. Imran Nordin, Irna Hamzah, Nadhirah Rasid, Hanif Baharin, Puteri N. E. Nohuddin, Hamidah Alias, Nor Hazla Mohamed Hafsah, Nor Ba’yah Abdul Kadir, Maizatul Hayati Mohamad Yatim, Mohd Yazid Kassim · 2019 · Malaysian Journal of Computer Science
  89. 2222: An Accessible Game To Promot Environment Protection Awareness
    Amanda Bueno C. Peixoto, Gabriel M. Silva, Jean B. R. Sarmiento, Ulisses D. S. Rosa, Virgínia Fernandes Mota · 2022 · Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames)
  90. Enhancing Cognition, Self-Efficacy, and Postural Control Skills of Persons with Schizophrenia Spectrum Disorders Using Immersive Puzzle Video Games
    Jen-Suh Chern, Yu Yang, Chien-Chun Chu · 2025 · Games for Health Journal
  91. Enhancing cognition, motivation, and behavioral performance in individuals with severe mental illness through an intervention incorporating tabletop games
    Chien-Chuan Chu, Jen-Suh Chern, Ming-Teng Lin · 2025 · Acta Psychologica
  92. Servitization versus Commoditization: the Business Model Dilemma Confronting Serious Games for Health
    Alasdair G. Thin, Giusy Fiucci, Angelo Marco Luccini, Michel Rudnianski, Rosa García Sánchez, Jannicke Baalsrud Hauge · 2013 · Springer eBooks
  93. Projekt ewaulacji gry poważnej dla dzieci zorientowanej na cele psychologiczne
    Agnieszka Szczęsna, Marta Tomaszek · 2013 · Digital Library of the Silesian University of Technology (Silesian University of Technology)
  94. Audiovisual Industries and Health Care: Overview of Forms of Co-innovation and Convergence
    Madis Järvekülg · 2019 · Emerald Group Publishing Limited eBooks
  95. Game Design Model for Educational History Videogames
    Ricardo Navarro Fernandez, Sergio Martinez Palomino, Vanessa Vega Velarde, Claudia Zapata, Victor Enrique Chiroque Landayeta · 2019 · Lecture notes in computer science
  96. Technology-Enhanced Learning (TEL) in Anaesthesia: Ultrasound Simulation Training for Innovative Locoregional Anaesthesia
    Vincenza Cofini, Pierpaolo Vittorini, Emiliano Petrucci, Stefano di Carlo, Pierfrancesco Fusco, Franco Marinangeli, Stefano Necozione · 2020 · Advances in intelligent systems and computing
  97. Emerging Technology Applications to Promote Physical Activity and Health
    Zan Gao, Jung Lee · 2019 · MDPI eBooks
  98. Serious games for mental health: Are they accessible, feasible, and effective? A systematic review and meta-analysis
    HM Lau, Johannes H. Smit, Theresa M. Fleming, Heleen M. Riper · 2020
  99. Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers
    Cristina Cabras, Maria Laura Cubadda, Cristina Sechi · 2022 · IGI Global eBooks
  100. 'I want to be a Game Maker' : experiences of digital game making with eleven year olds
    Leonard Busuttil · 2014