The DOI matches its Crossref record; 72 of the 72 references it cites were found in a registry or an index.
A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial
Abstract
OBJECTIVE. Suboptimal adherence to self-administered medications is a common problem. The purpose of this study was to determine the effectiveness of a video-game intervention for improving adherence and other behavioral outcomes for adolescents and young adults with malignancies including acute leukemia, lymphoma, and soft-tissue sarcoma. METHODS. A randomized trial with baseline and 1- and 3-month assessments was conducted from 2004 to 2005 at 34 medical centers in the United States, Canada, and Australia. A total of 375 male and female patients who were 13 to 29 years old, had an initial or relapse diagnosis of a malignancy, and currently undergoing treatment and expected to continue treatment for at least 4 months from baseline assessment were randomly assigned to the intervention or control group. The intervention was a video game that addressed issues of cancer treatment and care for teenagers and young adults. Outcome measures included adherence, self-efficacy, knowledge, control, stress, and quality of life. For patients who were prescribed prophylactic antibiotics, adherence to trimethoprim-sulfamethoxazole was tracked by electronic pill-monitoring devices (n = 200). Adherence to 6-mercaptopurine was assessed through serum metabolite assays (n = 54). RESULTS. Adherence to trimethoprim-sulfamethoxazole and 6-mercaptopurine was greater in the intervention group. Self-efficacy and knowledge also increased in the intervention group compared with the control group. The intervention did not affect self-report measures of adherence, stress, control, or quality of life. CONCLUSIONS. The video-game intervention significantly improved treatment adherence and indicators of cancer-related self-efficacy and knowledge in adolescents and young adults who were undergoing cancer therapy. The findings support current efforts to develop effective video-game interventions for education and training in health care.
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“Serious gaming (ie, [digital] games used for purposes other than purely entertainment) is a novel and promising approach to support the treatment of clinical symptoms and improvement of adaptive functioning among diverse patient groups [31-35].”
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Items 101–200 of 801
Video Game Design for Learning to Learn
Pasqualotto, A., Parong, J. A., Green, C. S., & Bavelier, D. (2022) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2022.2110684 · Cited by 92
“Research has shown that playing Re-Mission improved clinical outcomes associated with success in cancer treatment at the behavioral and psychological level (Kato et al., 2008).”
BackgroundThe positive and negative effects of video game play.
Prot, S., Anderson, C. A., Gentile, D. A., Brown, S., & Swing, E. L. (2014) · Cited by 73
Thompson, D. I., Baranowski, T., & Buday, R. (2010) · Journal of Diabetes Science and Technology · doi:10.1177/193229681000400331 · Cited by 75
Measuring Effectiveness of Persuasive Games Using an Informative Control Condition
Soekarjo, M., & van Oostendorp, H. (2015) · International Journal of Serious Games · doi:10.17083/ijsg.v2i2.74 · Cited by 74
Serious Games for Children with Chronic Diseases: A Systematic Review
Holtz, B., Murray, K. M. E., & Park, T. (2018) · Games for Health Journal · doi:10.1089/g4h.2018.0024 · Cited by 70
“19,28 Authors also assessed parent involvement in game play because parents generally play a large role in management.”
David, D., Costescu, C. A., Cardoș, R. A.-I., & Mogoaşe, C. (2020) · Child & Youth Care Forum · doi:10.1007/s10566-020-09566-1 · Cited by 70
Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis
Wang, Y., Wang, Z., Liu, G., Wang, Z., Wang, Q., Yan, Y., Wang, J., Zhu, Y., Gao, W., Kan, X., et al. (2022) · Frontiers in Public Health · doi:10.3389/fpubh.2022.896974 · Cited by 71
“Special games were also applied to increasing cancer knowledge, improving behavioral outcomes in adolescents and young adults with cancer (39), and improving type 1 diabetes self-management care in children and adolescents.”
BackgroundAnticipatory Guidance and Psychoeducation as a Standard of Care in Pediatric Oncology
Thompson, A. L., & Young‐Saleme, T. (2015) · Pediatric Blood & Cancer · doi:10.1002/pbc.25721 · Cited by 81
Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences
Mandryk, R. L., & Birk, M. V. (2017) · Journal of Medical Internet Research · doi:10.2196/jmir.6906 · Cited by 69
“One of the most successful examples of gamified health interventions is Re-Mission [54], a game designed for children with cancer in which they could shoot cancer cells, manage nausea and constipation, and overcome bacterial infections.”
The management of adolescents and young adults with cancer
Hughes, N., & Stark, D. (2018) · Cancer Treatment Reviews · doi:10.1016/j.ctrv.2018.05.001 · Cited by 66
Identifying and Meeting the Needs of Adolescents and Young Adults with Cancer
Jin, Z., Griffith, M. A., & Rosenthal, A. C. (2021) · Current Oncology Reports · doi:10.1007/s11912-020-01011-9 · Cited by 66
Framework for personalized and adaptive game-based training programs in health sport
Hardy, S., Dutz, T., Wiemeyer, J., Göbel, S. P., & Steinmetz, R. (2014) · Multimedia Tools and Applications · doi:10.1007/s11042-014-2009-z · Cited by 66
“Well-known studies by Baranowski and Kato [1, 12] have proven the positive effects of Serious Games in terms of behavioral changes in nutrition and therapy of cancer, respectively.”
BackgroundVideogames as Therapy: An Updated Selective Review of the Medical and Psychological Literature
Griffiths, M. D., Kuss, D. J., & Ortiz de Gortari, A. B. (2017) · International Journal of Privacy and Health Information Management · doi:10.4018/ijphim.2017070105 · Cited by 65
Pandian, G. S. B., Jain, A., Raza, Q., & Sahu, K. K. (2021) · Psychiatry Research · doi:10.1016/j.psychres.2021.113742 · Cited by 66
Predictors of Radiation Therapy Noncompliance in an Urban Academic Cancer Center
Ohri, N., Rapkin, B. D., Guha, D., Haynes–Lewis, H., Guha, C., Kalnicki, S., & Garg, M. K. (2014) · International Journal of Radiation Oncology*Biology*Physics · doi:10.1016/j.ijrobp.2014.09.030 · Cited by 64
Brown‐Johnson, C. G., Berrean, B., & Cataldo, J. K. (2015) · Patient Education and Counseling · doi:10.1016/j.pec.2014.12.006 · Cited by 71
“Although targeted to adolescent cancer patients, Re-Mission, a health videogame, is associated with improved treatment adherence, self-efficacy, and health knowledge [34,35].”
BackgroundComparison of a traditional and a Video Game Based Balance Training Program.
Kliem, A., & Wiemeyer, J. (2010) · Int. J. Comput. Sci. Sport · Cited by 64
Virtual Environments in Healthcare: Immersion, Disruption, and Flow
Taekman, J. M., & Shelley, K. H. (2010) · International Anesthesiology Clinics · doi:10.1097/aia.0b013e3181eace73 · Cited by 63
“41 The impact of this form of learning is not limited to healthcare.”
BackgroundWinskell, K., Sabben, G., Akelo, V., Ondeng'e, K., Obong'o, C., Stephenson, R., Warhol, D., & Mudhune, V. (2018) · JMIR mHealth and uHealth · doi:10.2196/10482 · Cited by 63
“Although a relatively limited number of games to date have been designed with solid theoretical grounding and rigorously evaluated [14-20], there is evidence of their effectiveness for health, including clinical, outcomes [21-28].”
BackgroundTowards a gamification of industrial production: a comparative study in sheltered work environments
Korn, O., Funk, M., & Schmidt, A. (2015) · Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems · doi:10.1145/2774225.2774834 · Cited by 64
“Playing the game led to a significantly higher reliability in the children’s medicine intake [13].”
BackgroundBal, M. I., Sattoe, J. N. T., Roelofs, P. D. D. M., Bal, R. A., van Staa, A., & Miedema, H. S. (2016) · Patient Education and Counseling · doi:10.1016/j.pec.2016.02.012 · Cited by 65
“Outcome measure adherence Nine studies focused on adherence as an outcome measure [45,53,54,61,67,68,78,82,83].”
BackgroundSerious games for the job training of persons with developmental disabilities
Kwon, J., & Lee, Y. (2016) · Computers & Education · doi:10.1016/j.compedu.2016.02.001 · Cited by 59
“The studies by Brown et al. (1997); Beale, Kato, Marin-Bowling, Guthrie, and Cole (2007); and Kato et al. (2008) show that games can increase self-efficacy of children with health disabilities and ultimately lead to behaviour change.”
BackgroundMake-Believe in Gameful and Playful Design
Deterding, S. (2016) · Human-computer interaction series · doi:10.1007/978-3-319-29553-4_7 · Cited by 60
“…“nano-bot” character ROXXI shooting down cancer cells in the first-person shooter game Re - Mission , teen cancer patients increased their beliefs in their own capacity to change reality (self-efficacy), specifically that they were able to fight their own cancer through medication (Kato et al. 2008).”
BackgroundSPSSI Research Summary on Media Violence
Anderson, C. A., Bushman, B. J., Donnerstein, E., Hummer, T. A., & Warburton, W. (2015) · Analyses of Social Issues and Public Policy · doi:10.1111/asap.12093 · Cited by 58
Design approaches for the gamification of production environments
Korn, O., Funk, M., & Schmidt, A. (2015) · International Conference on PErvasive Technologies Related to Assistive Environments (PETRA) · doi:10.1145/2769493.2769549 · Cited by 57
“Playing the game led to a significantly higher reliability in the children’s medicine intake [6].”
BackgroundProt, S., McDonald, K., Anderson, C. A., & Gentile, D. A. (2012) · Pediatric Clinics of North America · doi:10.1016/j.pcl.2012.03.016 · Cited by 59
The Role of Transfer in Designing Games and Simulations for Health: Systematic Review
Kuipers, D. A., Terlouw, G., Wartena, B. O., Veer, J. V. ‘., Prins, J., & Pierie, J.-P. E. N. (2017) · JMIR Serious Games · doi:10.2196/games.7880 · Cited by 58
“Another study [28] focused in greater detail on the transfer effects of Re-Mission and found that playing the game increased young cancer patients’ feelings of self-efficacy or beliefs in their own ability to control and cope with the disease.”
BackgroundBruggers, C. S., Baranowski, S., Beseris, M., LEONARD, R. A., Long, D., Schulte, E., Shorter, A., Stigner, R., Mason, C. C., Bedrov, A., et al. (2018) · Frontiers in Pediatrics · doi:10.3389/fped.2018.00069 · Cited by 55
“However, the few video games and apps designed expressly for pediatric oncology patients are limited primarily to a late-effects management app for cancer survivors (34, 35) and Re-Mission ™ (30).”
BackgroundInfluentialEnhancing health among youth living with HIV using an iPhone game
Whiteley, L., Brown, L. K., Mena, L. A., Craker, L. K., & Arnold, T. L. (2018) · AIDS Care · doi:10.1080/09540121.2018.1503224 · Cited by 58
“and if they utilized theories of behavior change (Cole, Kato, Marin-Bowling, Dahl, & Pollock, 2006; Homer et al., 2000; Kato et al., 2008; Shames et al., 2004).”
MethodPatient empowerment for cancer patients through a novel ICT infrastructure
Kondylakis, H., Bucur, A., Crico, C., Dong, F., Graf, N. M., Hoffman, S., Koumakis, L., Manenti, A., Kostas Marias, A., Mazzocco, K., et al. (2019) · Journal of Biomedical Informatics · doi:10.1016/j.jbi.2019.103342 · Cited by 55
“For example [26] and [27] focus on patient education for increasing drug compliance, decreasing physical side effects of chemotherapy and improving psychological status, [28] and [29] track the level of pain, and [30] promotes social integration of kids and adolescents with cancer treatment.”
BackgroundAbraham, O., LeMay, S., Bittner, S. J., Thakur, T., Stafford, H., & Brown, R. (2020) · JMIR Serious Games · doi:10.2196/16096 · Cited by 53
“The social learning theory connects medication adherence to a social component such as a multiplayer serious game [31].”
BackgroundMethodInfluential“I Want to Meet Other Kids Like Me”: Support Needs of Children with Asthma and Allergies
Stewart, M., Masuda, J. R., Letourneau, N. L., Anderson, S. D., & McGhan, S. L. (2011) · Issues in Comprehensive Pediatric Nursing · doi:10.3109/01460862.2011.572638 · Cited by 53
How to Analyse Therapeutic Games: The Player / Game / Therapy Model
Mader, S., Natkin, S., & Levieux, G. (2012) · Lecture notes in computer science · doi:10.1007/978-3-642-33542-6_17 · Cited by 53
“For example, RE-Mission is a game for patients having a cancer [15].”
BackgroundKerfoot, P. B., & Baker, H. E. (2012) · Journal of the American College of Surgeons · doi:10.1016/j.jamcollsurg.2011.11.009 · Cited by 53
Low, J. K., & Manias, E. (2019) · JMIR mhealth and uhealth · doi:10.2196/12042 · Cited by 52
Tsai, M.-H., Hsu, J., Chou, W., Yang, C., Jaing, T., Hung, I., Liang, H., Huang, H., & Huang, Y. (2012) · Quality of Life Research · doi:10.1007/s11136-012-0176-9 · Cited by 51
“With the dramatic reduction of childhood cancer mortality rates in the past two decades due to the development of effective treatment protocols [6], it is now imperative for us to better understand patients’ mental health and how they adjust to the diagnosis and treatment of cancer because these adjustment problems ma…”
BackgroundAn Online Spaced-Education Game for Global Continuing Medical Education
Kerfoot, B. P., & Baker, H. E. (2012) · Annals of Surgery · doi:10.1097/sla.0b013e31825b3912 · Cited by 52
“Completion scores also varied significantly by practice structure (solo practice 100% [IQR 6] vs group practice 100% [IQR 3], P = 0.008), medical degree ( P = 0.001), and ABU certification status (certified 100% [IQR 3] vs not certified 100% [IQR 5]; P = 0.017).”
BackgroundInfluentialSerious games for health promotion in adolescents – a systematic scoping review
Andrew, L., Barwood, D., Boston, J., Mašek, M., Bloomfield, L., & Devine, A. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-11414-9 · Cited by 56
“Other topics under this broad umbrella term included asthma health literacy and management (McPherson et al., 2006), cancer medication adherence (Kato et al., 2008) and communicable diseases (i.e., not specifically STIs), including concepts of immunisation, hygiene, and infection prevention (Molnar…”
BackgroundMethodResultInfluentialWhiteley, L., Brown, L. K., Lally, M., Heck, N. C., & van den Berg, J. J. (2018) · JMIR mhealth and uhealth · doi:10.2196/mhealth.8155 · Cited by 50
“Self-efficacy ( P =.01) and knowledge ( P =.04) also increased in the Re-Mission game intervention group compared with the control group [27,28].”
ResultSabben, G., Mudhune, V., Ondenge, K., Odero, I. A., Ndivo, R., Akelo, V., & Winskell, K. (2019) · JMIR mhealth and uhealth · doi:10.2196/13049 · Cited by 49
“Studies of existing serious games have shown their effects on clinical outcomes among adolescents [14,16], and an emphasis is being placed on assessing the efficacy of newly developed technology-based interventions on both health and behavior [11].”
Context-aware assistive systems at the workplace
Korn, O., Funk, M., Abele, S., Hörz, T., & Schmidt, A. (2014) · International Conference on PErvasive Technologies Related to Assistive Environments (PETRA) · doi:10.1145/2674396.2674406 · Cited by 49
“Playing the game led to a significantly higher reliability in the children’s medicine intake [9].”
BackgroundStergiopoulos, S., Michaels, D. L., Kunz, B. L., & Getz, K. A. (2019) · Therapeutic Innovation & Regulatory Science · doi:10.1177/2168479018817517 · Cited by 50
Smirni, D., Garufo, E., Falco, L. D., & Lavanco, G. (2021) · Pediatric Reports · doi:10.3390/pediatric13030047 · Cited by 63
“In the same conceptual framework, educational video games have been found to positively affect behaviors in a wide range of domains [12], school subjects [96] and health conditions [97,98].”
BackgroundWu, Y. P., Linder, L. A., Kanokvimankul, P., Fowler, B., Parsons, B. G., Macpherson, C. F., & Johnson, R. H. (2017) · Oncology nursing forum · doi:10.1188/18.onf.69-76 · Cited by 48
“The only published study of a computer-based intervention promoting adherence in this age group demonstrated that use of a video game intervention improved medication adherence among AYAs aged 13–29 years (Kato, Cole, Bradlyn, & Pollock, 2008).”
BackgroundLeGrand, S., Muessig, K. E., Platt, A. C., Soni, K., Egger, J. R., Nwoko, N., McNulty, T., & Hightow‐Weidman, L. (2018) · JMIR Research Protocols · doi:10.2196/resprot.8811 · Cited by 50
Using an Educational Multimedia Application to Prepare Children for Outpatient Surgeries
Fernandes, S. C., Arriaga, P., & Esteves, F. G. (2014) · Health Communication · doi:10.1080/10410236.2014.896446 · Cited by 47
Learning in a game-based virtual environment: a comparative evaluation in higher education
Mayer, I. S., Warmelink, H., & Bekebrede, G. (2012) · European Journal of Engineering Education · doi:10.1080/03043797.2012.742872 · Cited by 48
“…resort of randomised controlled trials – which are impractical, unethical and uncommon in almost every domain except medicine, therapy, etc. (e.g. Kato et al. 2008, also Connolly et al. 2012) – and comparative evaluation frameworks for GBL. Aligning a fragmented community not only to evaluate…”
BackgroundHopeLab's Approach to Re-Mission
Tate, R., Haritatos, J. P., & Cole, S. (2009) · International Journal of Learning and Media · doi:10.1162/ijlm.2009.0003 · Cited by 47
“…monitors documented a 16 percent increase in antibiotic doses taken (remediating about half of the total non-adherence rate), and blood chemotherapy metabolite levels were 41 percent higher among Re-Mission players (see Kato et al. 2008 for a full description of the trial methods and results).”
BackgroundSelf-citationFernández‐Aranda, F., Jiménez‐Múrcia, S., Santamaría, J. J., Giner‐Bartolomé, C., Mestre‐Bach, G., Granero, R., Sánchez, I., Agüera, Z., Ben‐Moussa, M., Magnenat‐Thalmann, N., et al. (2015) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2015.0265 · Cited by 47
“…with different clinical goals such as obesity prevention and intervention, 39 behavioral improvements in adolescents and young adults with cancer, 40 the prevention of alcohol and drug use in adolescents, 41 and the rehabilitation of people with mild cognitive impairment, Alzheimer’s disease,…”
Wonggom, P., Kourbelis, C., Newman, P., Du, H., & Clark, R. A. (2019) · The JBI Database of Systematic Reviews and Implementation Reports · doi:10.11124/jbisrir-2017-003905 · Cited by 48
McGrady, M. E., & Pai, A. L. H. (2019) · Journal of Adolescent and Young Adult Oncology · doi:10.1089/jayao.2018.0160 · Cited by 47
A Breath Biofeedback Computer Game for Children With Cystic Fibrosis
Bingham, P. M., Bates, J. H. T., Thompson-Figueroa, J. A., & Lahiri, T. (2010) · Clinical Pediatrics · doi:10.1177/0009922809348022 · Cited by 47
“This engagement and evidence of learning indicate that breath games may empower young CF patients to take a more active role in self-management, just as video games oriented to health maintenance have done for adolescents with cancer.(19) Improved breath kinesthesia may have special value to individuals with chronic i…”
BackgroundSmart Phone Applications in Clinical Practice
Epstein, J. B., & Bequette, A. W. (2013) · Journal of Mental Health Counseling · doi:10.17744/mehc.35.4.f85k258620765tj4 · Cited by 46
Participatory Design of Therapeutic Video Games for Young People with Neurological Vision Impairment
Waddington, J., Linehan, C., Gerling, K., Hicks, K., & Hodgson, T. L. (2015) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2702123.2702261 · Cited by 46
“[18] have demonstrated that games can be an effective means of increasing compliance [18].”
BackgroundAssessing Medication Adherence as a Standard of Care in Pediatric Oncology
Pai, A. L. H., & McGrady, M. E. (2015) · Pediatric Blood & Cancer · doi:10.1002/pbc.25795 · Cited by 46
Duncan, L. R., Hieftje, K. D., Culyba, S., & Fiellin, L. E. (2014) · Translational Behavioral Medicine · doi:10.1007/s13142-013-0246-8 · Cited by 46
“Clinical studies have demonstrated that videogame-based interventions are effective for the management of asthma [12–14], diabetes [15, 16], cystic fibrosis [17], and cancer [18].”
BackgroundWalker, E., Martins, A., Aldiss, S., Gibson, F., & Taylor, R. M. (2016) · Journal of Adolescent and Young Adult Oncology · doi:10.1089/jayao.2016.0025 · Cited by 45
Fiellin, L. E., Kyriakides, T. C., Hieftje, K. D., Pendergrass, T. M., Duncan, L. R., Dziura, J. D., Sawyer, B. G., & Fiellin, D. A. (2016) · Clinical Trials · doi:10.1177/1740774516637871 · Cited by 45
Five Lenses for Designing Exertion Experiences
Mueller, F., & Young, D. R. (2017) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3025453.3025746 · Cited by 45
“When it comes to opportunities to make oneself at home in one’s body, “health games” come to mind that allow people to “look inside” their bodies, helping people understand what is going on when being sick, often used in a hospital context [34].”
BackgroundCommunity Game Day: Using an End-of-Life Conversation Game to Encourage Advance Care Planning
Scoy, L. J. V., Reading, J. M., Hopkins, M. A., Smith, B., Dillon, J., Green, M. J., & Levi, B. H. (2017) · Journal of Pain and Symptom Management · doi:10.1016/j.jpainsymman.2017.07.034 · Cited by 43
Linder, L. A., Newman, A. R., Stegenga, K. A., Chiu, Y.-S., Wawrzynski, S. E., Kramer, H., Weir, C. R., Narus, S. P., & Altizer, R. (2020) · Supportive Care in Cancer · doi:10.1007/s00520-020-05495-w · Cited by 45
McGrady, M. E., Ryan, J. L., Gutierrez‐Colina, A. M., Fredericks, E. M., Towner, E., & Pai, A. L. H. (2015) · Child Care Health and Development · doi:10.1111/cch.12271 · Cited by 44
Clinical and Neurobiological Perspectives of Empowering Pediatric Cancer Patients Using Videogames
Govender, M., Bowen, R. C., German, M. L., Bulaj, G. W., & Bruggers, C. S. (2015) · Games for Health Journal · doi:10.1089/g4h.2015.0014 · Cited by 50
“‘‘Re-Mission ’’ is a sedentary interactive videogame created to change behavior and improve treatment medication adherence of children and young adults diagnosed with acute lymphoblastic leukemia.(35,51) In a multicenter randomized control trial involving 375 patients 13–29 years of age, patients whose treatment inclu…”
ResultMedication adherence decision-making among adolescents and young adults with cancer
McGrady, M. E., Brown, G. A., & Pai, A. L. H. (2015) · European Journal of Oncology Nursing · doi:10.1016/j.ejon.2015.08.007 · Cited by 42
Marini, B. L., Funk, K. A., Kraft, M. D., Fong, J. M., Naanos, R., Stout, S. M., & WAGNER, D. S. (2014) · Patient Education and Counseling · doi:10.1016/j.pec.2014.05.008 · Cited by 43
Herts, K. L., Khaled, M., & Stanton, A. L. (2016) · Health Psychology · doi:10.1037/hea0000446 · Cited by 43
“, 2010); and a behavioral, cancer-specific video game for AYAs in current treatment for cancer (Kato et al., 2008).”
InfluentialA Serious Game to Promote Environmental Attitude
Rossano, V., Roselli, T., & Calvano, G. (2017) · Smart innovation, systems and technologies · doi:10.1007/978-3-319-59451-4_5 · Cited by 31
Buffel, C., van Aalst, J., Bangels, A.-M., Toelen, J., Allegaert, K., Verschueren, S., & Stichele, G. V. (2019) · JMIR Serious Games · doi:10.2196/12431 · Cited by 43
“Digital interventions have the potential to prepare, educate, and/or distract children, which may result in health outcome benefits such as reductions in perioperative anxiety [7,19-22].”
Giner-Bartolomé, C., Fagundo, A. B., Sánchez, I., Jiménez-Murcia, S., Santamaría, J. J., Ladouceur, R., Menchón, J. M., & Fernández-Aranda, F. (2015) · Frontiers in Psychology · doi:10.3389/fpsyg.2015.00982 · Cited by 42
Designing and Evaluating Casual Health Games for Children and Teenagers with Cancer
Gerling, K., Fuchslocher, A., Schmidt, R., Krämer, N. C., & Masuch, M. (2011) · Lecture notes in computer science · doi:10.1007/978-3-642-24500-8_21 · Cited by 44
“Another clinically evaluated game that directly focuses on cancer and which improves the patients’ adherence to medication plans and perceived self-efficacy is the action game Re-Mission [17]: The player enters the game world as nanobot which fights the disease from within young patients’ bodies.”
BackgroundInfluentialKorn, O., Muschick, P., & Schmidt, A. (2016) · Advances in intelligent systems and computing · doi:10.1007/978-3-319-41661-8_42 · Cited by 42
Serious Gaming for Behavior Change: The State of Play
Schuller, B. W., Dunwell, I., Weninger, F. J., & Paletta, L. (2013) · IEEE Pervasive Computing · doi:10.1109/mprv.2013.54 · Cited by 42
“In the following section, these underlying methods are examined in more detail, with the roles and potentials knowledge transfer, gamification, and social learning may hold as tools for inducing behavioral change explored.”
BackgroundNeedham, B. R. (2012) · Journal of Healthcare Management · doi:10.1097/00115514-201207000-00006 · Cited by 41
“…or even biological composition. a closer examination of the patient may even reveal new strategies for improving patient care. for example, interventional video games have been shown to increase medication compliance rates and thus improve health outcomes among children (Kato et al. 2008).”
BackgroundGamification and Serious Games in a Healthcare Informatics Context
Croon, R. D., Wildemeersch, D., Wille, J., Verbert, K., & Abeele, V. V. (2018) · IEEE International Conference on Healthcare Informatics (ICHI) · doi:10.1109/ichi.2018.00014 · Cited by 42
“An RCT study with 600 youngsters showed the effectiveness of the game on selfefficacy, and ultimately disease control [23].”
BackgroundBulaj, G. W., Ahern, M., Kuhn, A. K., Judkins, Z., Bowen, R. C., & Chen, Y. (2016) · Current Clinical Pharmacology · doi:10.2174/1574884711666160603012237 · Cited by 41
“mHealth and gamification principles offer additional tools to engage, monitor and virtually reward a patient [269-271].”
BackgroundA cookbook method for Persuasive Game Design
Siriaraya, P., Visch, V., Vermeeren, A. P. O. S., & Bas, M. (2018) · International Journal of Serious Games · doi:10.17083/ijsg.v5i1.159 · Cited by 39
“medicine compliance [53]), or at a much later stage after gameplay (e.”
BackgroundSteineck, A., Bradford, M. C., Lau, N., Scott, S., Yi‐Frazier, J. P., & Rosenberg, A. R. (2019) · Children · doi:10.3390/children6110124 · Cited by 39
“Interventions targeting AYAs receiving cancer-directed treatment include Re-Mission, a computer game engineered to reinforce positive self-care behaviors, such as medication adherence and relaxation techniques [23]; a computer-based educational intervention targeting coping skills while providing information about the…”
BackgroundOnline gaming and gaming disorder: more than just a trivial pursuit
Columb, D., Griffiths, M. D., & OʼGara, C. (2019) · Irish Journal of Psychological Medicine · doi:10.1017/ipm.2019.31 · Cited by 39
“Griffiths, 2002) and to help children improve adherence to medical treatment (Kato et al. 2008).”
BackgroundSangalang, A., Johnson, J., & Ciancio, K. E. (2013) · Critical Arts · doi:10.1080/02560046.2013.766977 · Cited by 43
“For example, in Re-Mission, cancer patients had to complete a series of tasks that include ‘blasting’ cancer cells and controlling robots to help their virtual patients receive appropriate cancer treatments (Kato et al. 2008).”
BackgroundComputer simulation games as an adjunct for treatment in male veterans with alcohol use disorder
Verduin, M. L., LaRowe, S. D., Myrick, H., Cannon-Bowers, J., & Bowers, C. (2013) · Journal of Substance Abuse Treatment · doi:10.1016/j.jsat.2012.08.006 · Cited by 38
Biskupiak, Z., Ha, V. V., Rohaj, A., & Bulaj, G. W. (2024) · Journal of Clinical Medicine · doi:10.3390/jcm13020403 · Cited by 45
“An early example of digital interventions for oncology patients is Re-Mission, a video game developed by Hope Labs that was shown to increase treatment adherence, cancer self-efficacy, and knowledge of cancer among younger patients [105,106].”
BackgroundTuijnman, A., Kleinjan, M., Olthof, M., Hoogendoorn, E., Granic, I., & Engels, R. C. M. E. (2021) · JMIR Mental Health · doi:10.2196/26615 · Cited by 46
Making music after stroke: using musical activities to enhance arm function
van Wijck, F., Knox, D., Dodds, C. B., Cassidy, G. G., Alexander, G., & MacDonald, R. (2012) · Annals of the New York Academy of Sciences · doi:10.1111/j.1749-6632.2011.06403.x · Cited by 36
Digital Games and Learning: Identifying Pathways of Influence
Subrahmanyam, K., & Renukarya, B. (2015) · Educational Psychologist · doi:10.1080/00461520.2015.1122532 · Cited by 38
“…that a psy-choeducational game called Re-Mission designed to involve young cancer patients in their own treatment was effective both in increasing knowledge about cancer and in improving treatment adherence (Beale, Kato, Marin-Bowling, Guthrie, & Cole, 2007; Kato, Cole, Bradlyn, & Pollock, 2008).”
BackgroundA quasi-experimental test of a virtual reality game prototype for adolescent E-Cigarette prevention
Weser, V. U., Duncan, L. R., Pendergrass, T. M., Fernandes, C.-S. F., Fiellin, L. E., & Hieftje, K. D. (2020) · Addictive Behaviors · doi:10.1016/j.addbeh.2020.106639 · Cited by 37
Pereira-Salgado, A., Westwood, J. A., Russell, L., Ugalde, A., Ortlepp, B., Seymour, J., Butow, P., Cavedon, L., Ong, K., Aranda, S., et al. (2017) · JMIR mHealth and uHealth · doi:10.2196/mhealth.8349 · Cited by 36
“Reviews of phone text reminder interventions have demonstrated efficacy in enhancing patients’ compliance to drug therapy [35-39]; however, only one study of cancer patients was identified, which was targeted at adolescents and young adults and phone text messages were not utilized [40].”
Multisite Parent-Centered Risk Assessment to Reduce Pediatric Oral Chemotherapy Errors
Walsh, K. E., Mazor, K. M., Roblin, D. W., Biggins, C., Wagner, J. L., Houlahan, K., Li, J. W., Keuker, C. P., Wasilewski‐Masker, K. J., Donovan, J. L., et al. (2013) · Journal of Oncology Practice · doi:10.1200/jop.2012.000601 · Cited by 36
Serious Games Evaluation: Processes, Models, and Concepts
Emmerich, K., & Bockholt, M. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-46152-6_11 · Cited by 36
“Accordingly, the effectiveness of Re-Mission was then tested in a broadly conceived study [16] with 375 young cancer patients in the United States, Canada,”
BackgroundLamas, S., Rebelo, S., da Costa, S., Sousa, H., Zagalo, N., & Pinto, E. C. B. (2023) · Nutrients · doi:10.3390/nu15061399 · Cited by 44
“In health, they are targeted towards the rehabilitation of patients suffering from various disabilities [14], for the treatment of specific diseases [15], and also for the promotion of healthy lifestyles [16].”
BackgroundMeasuring Medication Adherence in Pediatric Cancer: An Approach to Validation
Rohan, J. M., Fukuda, T., Alderfer, M. A., Donewar, C. W., Ewing, L. J., Katz, E. R., Muriel, A. C., Vinks, A. A. T. M. M., & Drotar, D. (2016) · Journal of Pediatric Psychology · doi:10.1093/jpepsy/jsw039 · Cited by 34
“Electronic monitoring has been used in a number of studies in pediatric cancer for monitoring medication adherence, and provides an objective estimate of patient adherence behavior (Bhatia et al., 2012; Kato et al., 2008; Kenna et al., 2005; Lau et al., 1998; Riekert & Rand, 2002).”
MethodThe Role of Emotion in Media Use and Effects
Konijn, E. A. (2013) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780195398809.013.0011 · Cited by 33
Psychosocial Interventions for Adolescents and Young Adults With Cancer: An Integrative Review
Thornton, C. P., Ruble, K., & Kozachik, S. (2020) · Journal of Pediatric Oncology Nursing · doi:10.1177/1043454220919713 · Cited by 34
“Similar findings were seen when using a cancer-specific video game as a means of intervention (Kato et al., 2008).”
BackgroundResultInfluentialSerious games for energy social science research
Wood, G., van der Horst, D., Day, R., Bakaoukas, A. G., Petridis, P., Liu, S., Jalil, L., Gaterell, M. R., Smithson, E., Barnham, J., et al. (2014) · Technology Analysis and Strategic Management · doi:10.1080/09537325.2014.978277 · Cited by 35
“Some SGs are explicitly designed to encourage behavioural change, with several notable success stories reported from the health sector (e.g. Lieberman 2001; Kato et al. 2008; Knight et al. 2010).”
BackgroundDesigning Serious Games for Cognitive Assessment of the Elderly
Tong, T., Chignell, M., Lam, P., Tierney, M. C., & Lee, J. S. (2014) · Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care · doi:10.1177/2327857914031004 · Cited by 34
Patient education strategies in dermatology: part 2: methods.
Zirwas, M., & Holder, J. L. (2009) · PubMed Central · Cited by 34
Interventions for promoting participation in shared decision-making for children with cancer
Coyne, I., O'Mathúna, D. P., Gibson, F., Shields, L., & Sheaf, G. (2013) · Cochrane Database of Systematic Reviews · doi:10.1002/14651858.cd008970.pub2 · Cited by 120
Lewis, A. P., & Griffiths, M. D. (2011) · RACO (Revistes Catalanes amb Accés Obert) (Consorci de Serveis Universitaris de Catalunya) · Cited by 33
Castel, A. D., Qasmieh, S. A., Greenberg, D., Ellenberger, N., Howell, T. H., Griffith, C. J., Wilbourn, B. C., Ganesan, K., Hussein, N. L., Ralte, G., et al. (2018) · JMIR Serious Games · doi:10.2196/10213 · Cited by 33
“Theoretical Framework Previous games for behavior change have shown positive results by using the compelling nature of game play to make health education entertaining and shift attitudes and emotions about chronic illness and treatments [27,28].”
BackgroundCarrion-Plaza, A., Javier, J., & Montoya‐Castilla, I. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.00157 · Cited by 36
Technology-Based Interventions for Asthma—Can They Help Decrease Health Disparities?
Baptist, A. P., Islam, N., & Joseph, C. L. M. (2016) · The Journal of Allergy and Clinical Immunology In Practice · doi:10.1016/j.jaip.2016.04.024 · Cited by 32
Metadata
- Authors
- Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H.
- Affiliations
- Stanford Health Care (US)
- HopeLab (US)
- West Virginia University (US)
- The University of Texas at San Antonio Health Science Center (US)
- Venue
- Pediatrics
- Publisher
- American Academy of Pediatrics (AAP)
- Published
- 2008-08-01
- Volume
- 122
- Issue
- 2
- Pages
- e305-e317
- ISSN
- 0031-4005 (ISSN-L)
- 1098-4275
- OpenAlex
- W2163083471
- Cited by
- 802
- References
- 71
- Citations by year
- 2026: 14 · 2025: 26 · 2024: 26 · 2023: 39 · 2022: 41 · 2021: 44 · 2020: 51 · 2019: 44 · 2018: 61 · 2017: 46 · 2016: 75 · 2015: 95 · 2014: 62 · 2013: 55 · 2012: 48
- FWCI
- 17.72
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- PEDIATRICS (publishedVersion)
- PubMed (publishedVersion)
- Funders
- Hopelab Foundation
- National Cancer Institute (CA-054174, P30CA054174, CA95861, CA 098543, U10CA098543, U10CA095861)
- Topics
- Health Sciences › Medicine › Family Practice › Medication Adherence and Compliance
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Medicine › Pediatrics, Perinatology and Child Health › Childhood Cancer Survivors' Quality of Life
- Keywords
- video game intervention, medication adherence, adolescent and young adult cancer, self-efficacy, health knowledge, trimethoprim-sulfamethoxazole, 6-mercaptopurine, antibiotic prophylaxis, acute leukemia, lymphoma, soft tissue sarcoma, stress, quality of life, health education
- MeSH terms
- Adaptation, Physiological, Adaptation, Psychological, Adolescent, Adult, Female, Humans, Health Knowledge, Attitudes, Practice, Male, Neoplasms, Patient Compliance, Patient Education as Topic, Probability, Quality of Life, Reference Values, Health Behavior, Poisson Distribution, Video Games, Self Efficacy
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