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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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Psihogios, A. M., Schwartz, L. A., Ewing, K. B., Czerniecki, B., Kersun, L. S., Pai, A. L. H., Deatrick, J. A., & Barakat, L. P. (2020) · Journal of Adolescent and Young Adult Oncology · doi:10.1089/jayao.2020.0013 · Cited by 34
“These limitations may partially explain why the only published AYA oncology adherence-promotion intervention demonstrated limited efficacy.(25) This study sought to address these gaps by adopting a broader, theory-informed conceptualization to: (1) evaluate AYA adherence, adherence barriers, and allocation of treatmen…”
BackgroundNdulue, C., Oyebode, O., Iyer, R. S., Ganesh, A., Ahmed, S. I., & Orji, R. (2022) · User Modeling and User-Adapted Interaction · doi:10.1007/s11257-022-09319-w · Cited by 37
“…et al. 2009; Gamberini et al. 2010; Gustafsson et al. 2010), promoting personal wellness, managing diseases (Almonani et al. 2014; Huss et al. 2003; Kato et al. 2008), engaging in preventive behaviours, physical activity (Chittaro and Sioni 2012; Fujiki et al. 2008), healthy eating (Orji et al.…”
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Serious Learning in Serious Games
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“result confirms the findings of Kato et al.’s (2008) study, which showed a developing functional coping process in patients by using a game console in the hospital regardless of age.”
BackgroundResultDunwell, I., Petridis, P., Arnab, S., Protopsaltis, A., Hendrix, M., & de Freitas, S. (2011) · International Conference on Intelligent Networking and Collaborative Systems (INCoS) · doi:10.1109/incos.2011.58 · Cited by 31
“…serious games, technology enhanced learning, pedagogy, learning content management systems I. INTRODUCTION Commonly, serious games are introduced as a fusion of entertainment and instruction, with a careful balance required between engaging gameplay and educational or behavioural goals [1].”
BackgroundStieler‐Hunt, C., Jones, C. M., Rolfe, B., & Pozzebon, K. (2014) · Frontiers in Psychology · doi:10.3389/fpsyg.2014.00073 · Cited by 31
“…(Sanderson, 2004), and until recently few serious games are rigorously evaluated (for example, Beale et al., 2006, 2007; Nudell et al., 2007; Kato et al., 2008; Kognito Interactive, 2009; Froschauer et al., 2010; Knight et al., 2010; Shute et al., 2010; Wrzesien and Alcañiz Raya, 2010;…”
BackgroundTowards a living earth simulator
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Predicting Video Game Behavior
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Digital games as an effective approach for cancer management: Opportunities and challenges
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“By helping patients see the big picture, electronic games help players make meaningful connections between events, thereby increasing the likelihood that knowledge and skills attained in the game world will be retained and applied in the real world.[19,20]”
BackgroundWhiteley, L., Mena, L. A., Craker, L. K., Healy, M., & Brown, L. K. (2018) · JMIR Serious Games · doi:10.2196/11861 · Cited by 31
“Video games have also been applied to improve self-management skills and healthy behaviors in those living with asthma, diabetes, and cancer [32-36].”
Background(Smart)Watch Out! encouraging privacy-protective behavior through interactive games
Williams, M., Nurse, J. R. C., & Creese, S. (2019) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2019.07.012 · Cited by 31
“This aligns with the terminology used in a wide range of influential applications (Kato et al., 2008; Huizenga et al., 2009; Lovio et al., 2012; Deriso et al., 2012).”
BackgroundLet the Games Begin: Civic Playing on High-Tech Consoles
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“For example, there is increasing interest and expertise in developing and evaluating computer games for promoting health outcomes (Kato, Cole, Bradlyn, & Pollock, 2008; Lieber-man, 2001) and educational experiences (Gee, 2007; Shaffer, 2007).”
BackgroundAcceptability and feasibility of family use of The Cellie Cancer Coping Kit
Marsac, M. L., Hildenbrand, A. K., Clawson, K. J., Jackson, L., Kohser, K. L., Barakat, L. P., Kassam‐Adams, N., Aplenc, R., Vinsel, A., & Alderfer, M. A. (2012) · Supportive Care in Cancer · doi:10.1007/s00520-012-1475-y · Cited by 31
A game-based learning approach to road safety
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“Including appropriate elements of gamification (eg, points and levels) in the software development process may help promote engagement and adherence in some cohorts [50,51].”
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“This presents something of a dilemma when attempting to provide a comprehensive review of evaluation methods: approaches such as randomised control trials [65, 66], focus groups [67], interviews, narrative inquiries, and quantitative analyses of game engine data [68] have all been conducted.”
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“After playing either the intervention game or a control game for 1 hour per week for 3 months, patients in the intervention condition had significantly higher self-efficacy and knowledge related to their treatment and management of symptoms as well as greater adherence to medications [7].”
Good death for children with cancer: a qualitative study
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Mobile Learning: Shaping the Frontiers of Learning Technologies in Global Context
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“Cancer patients may benefit from combining chemotherapy with a serious video game, such as “Re-Mission” (27, 28) or the Patient Empowerment Exercise Video Game (22) which target comorbidities including depression, anxiety, or fatigue.”
BackgroundActual Persuasiveness: Impact of Personality, Age and Gender on Message Type Susceptibility
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Serious Games: A Concise Overview on What They Are and Their Potential Applications to Healthcare
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Age Span Challenges: Adherence in Pediatric Oncology
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Rapid Deployment and Evaluation of Mobile Serious Games: A Cognitive Assessment Case Study
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Design considerations for a serious game for children after hematopoietic stem cell transplantation
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“The intervention was intended to improve cancer-related knowledge and self-efficacy as a means to improve medication adherence with secondary outcomes of improved quality of life, stress, and control [28].”
BackgroundMethodInfluentialElias, P. A., Rajan, N., Mcarthur, K., & Dacso, C. C. (2013) · Medicine 2 0 · doi:10.2196/med20.2014 · Cited by 28
“In fact, in children with cancer, gamification has been shown to increase adherence to regimens [39].”
BackgroundThe use of games to help children eyes testing
Gaggi, O., & Ciman, M. (2015) · Multimedia Tools and Applications · doi:10.1007/s11042-014-2444-x · Cited by 28
“Kato explores the positive aspects of using existing commercial video games for health improvements or surgical training, and tailor-made game for particular disease group in order to improve recovery and rehabilitation of patients [23].”
BackgroundStar Wars in Psychotherapy: Video Games in the Office
Ceranoglu, T. A. (2010) · Academic Psychiatry · doi:10.1176/appi.ap.34.3.233 · Cited by 28
“They are used adjunctively in pain management during medical procedures (5, 6) or cancer chemotherapy (7, 8) and for social skills training of children with developmental delays (9).”
BackgroundAdolescents and Young Adults with Cancer: A Biopsychosocial Approach
Zebrack, B., Santacroce, S. J., Patterson, P., & Gubin, A. (2015) · Springer eBooks · doi:10.1007/978-3-319-21374-3_12 · Cited by 30
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“Third person games offer a familiar and predictable game setting and have been successfully used with games for health with pediatric and young adult cancer patients [8].”
BackgroundA Brief Methodology for Researching and Evaluating Serious Games and Game-Based Learning
Mayer, I. S., Bekebrede, G., Warmelink, H., & Zhou, Q. (2013) · Advances in game-based learning book series · doi:10.4018/978-1-4666-4773-2.ch017 · Cited by 30
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“Re-Mission and Re-Mission2 are a series of games that have been designed to teach young people about their cancers, their treatment and how to effectively care for themselves [18].”
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“Mixed-effect linear model analyses of chemotherapy metabolite concentrations showed that patients in the intervention group maintained significantly higher chemotherapy metabolite levels over time than did patients in the control group (significant group × time interaction; P =.002)[16].”
Hwang, M. L., & Mamykina, L. (2017) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3025453.3026052 · Cited by 27
“The medical and health fields have picked up these benefits and positive effects of gameplay and have placed great efforts into gamifying medical interventions [18, 48, 65, 83].”
BackgroundCarolan, K., Verran, J., Crossley, M., Redfern, J., Whitton, N., & Amos, M. (2018) · PLoS ONE · doi:10.1371/journal.pone.0190984 · Cited by 27
“Notable examples include the “Re-mission” game, a digital health intervention, which has been shown to improve adherence to medical treatments and knowledge and understanding of cancer in young adults and adolescents with cancer [47], and a game (“PR:EPARe”) to be used in the classroom for Relationship and Sex Educati…”
MethodPsychosocial Support in Adolescents and Young Adults With Cancer
Penn, A., & Kuperberg, A. (2018) · The Cancer Journal · doi:10.1097/ppo.0000000000000339 · Cited by 27
Robertson, E. G., Wakefield, C. E., Marshall, K. H., & Sansom‐Daly, U. M. (2015) · Clinical Oncology in Adolescents and Young Adults · doi:10.2147/coaya.s85988 · Cited by 28
“Highlighting the paucity of adherence interventions, this review identified only one study that systematically evaluated the role of an intervention on adherence behaviors.(68) C lin ic al O nc ol og y in A do le sc en ts a nd Y ou ng A du lts d ow nl oa de d fr om h ttp s: //w w w .”
Verschueren, S., van Aalst, J., Bangels, A.-M., Toelen, J., Allegaert, K., Buffel, C., & Stichele, G. V. (2019) · JMIR Serious Games · doi:10.2196/12429 · Cited by 27
“Common approaches in the field to evaluate interventions leveraged structured clinical trials, and therefore, the researchers determined that the optimal approach to evaluate CliniPup was with a randomized controlled clinical trial [35,37,38].”
Psychosocial Interventions for Adolescents and Young Adults with Cancer
Phillips, C. R., & Davis, L. L. (2015) · Seminars in Oncology Nursing · doi:10.1016/j.soncn.2015.05.004 · Cited by 26
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Brar, G. S., Lambert, S. M., Huang, S. Y. M., Dang, R., & Chan, T. M. (2020) · AEM Education and Training · doi:10.1002/aet2.10456 · Cited by 26
Games For Health: The Latest Tool In The Medical Care Arsenal
Hawn, C. (2009) · Health Affairs · doi:10.1377/hlthaff.28.5.w842 · Cited by 26
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“[13] During recent decades, computer games have become one of the main leisure activities for children and adolescents, and children aged 6 to 12 years are intrigued by computer games.”
BackgroundSimulating Oppression: Digital Gaming, Race and the Education of African American Children
Acosta, M. M., & Denham, A. R. (2017) · The Urban Review · doi:10.1007/s11256-017-0436-7 · Cited by 28
“Games also have been shown to improve the skills of laparoscopic surgeons (Rosser et al. 2007), positively impact attitudes towards mathematics (Kebritchi et al. 2010), improve transfer and retention (Kato et al. 2008), and improve spatial reasoning (Uttal et al. 2013).”
BackgroundKim, S. M., Kim, H., Hwang, H., Hong, J. S., Bae, S., Min, K. J., & Han, D. H. (2018) · Games for Health Journal · doi:10.1089/g4h.2017.0183 · Cited by 25
“12 In a serious game for patients with localized prostate cancer, ‘‘Time After Time’’ (Archimage, Inc., Houston, TX), evidence-based therapeutic outcome data were translated into a game format.”
Adolescents’ Perceptions About Cancer and Preferences for Cancer Education
Abraham, O., Rosenberger, C. A., LeMay, S., & Bittner, S. J. (2021) · Cancer Control · doi:10.1177/10732748211036057 · Cited by 29
Patient-Empowerment Interactive Technologies
Bruggers, C. S., Altizer, R., Kessler, R. R., Caldwell, C., Coppersmith, K., Warner, L., Davies, B. S. J., Paterson, W., Wilcken, J., D’Ambrosio, T., et al. (2012) · Science Translational Medicine · doi:10.1126/scitranslmed.3004009 · Cited by 25
Gameful Learning for a More Sustainable World
Hoffmann, G., & Pfeiffer, J. (2021) · Business & Information Systems Engineering · doi:10.1007/s12599-021-00731-x · Cited by 38
“Re-Mission has proven highly successful in improving the health outcomes of its players (Kato et al. 2008).”
BackgroundFatoye, F., Gebrye, T., Mbada, C. E., Fatoye, C., Makinde, M. O., Salami, A. J., & Ige, B. S. (2022) · British Journal of Pain · doi:10.1177/20494637221109108 · Cited by 26
“It involves the use of video games or non-game applications.(18) Evidence suggests that Back Extension-Virtual Reality Game (BE-VRG) is comparable with the McKenzie extension therapy in its effect on pain and pain-related characteristics, disability and quality of life.”
ResultThe psychology serious game prototype for preschool children
Szczęsna, A., Grudziński, J., Grudziński, T., Mikuszewski, R., & Dębowski, A. (2011) · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health · doi:10.1109/segah.2011.6165435 · Cited by 24
“• health promotion games, for example Re-Mission [8], [9] game which helps improve the lives of young people living with cancer and games which increases selfmanagement behaviours, • games containing information about diseases and treatment procedures, • training and simulation games which can be used for training med…”
BackgroundA frame‐reflective discourse analysis of serious games
Mayer, I. S., Warmelink, H., & Zhou, Q. (2015) · British Journal of Educational Technology · doi:10.1111/bjet.12245 · Cited by 27
Progress in Quality of Life in Children and Adolescents With Cancer
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“Already, there are several examples of video games successfully teaching youth health knowledge and skills (eg, in cancer treatment specifically [31] and healthy lifestyles in general [32]) and changing mental health stigma [33].”
BackgroundSarasmita, M. A., Larasanty, L. P. F., Kuo, L., Cheng, K., & Chen, H. (2021) · Journal of Medical Internet Research · doi:10.2196/28796 · Cited by 23
“Serious games were reported to promote positive attitudes and acceptance among children with HIV or AIDS [10], cancer [11], and asthma [12].”
An Educational Video Game for Nutrition of Young People
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“An increasing number of persuasive games have been developed in recent years as novel solutions for motivating healthier behaviours, such as encouraging physical activity and balanced nutrition [2, 13, 14, 34].”
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Teaching HCI Skills in Higher Education through Game Design: A Study of Students’ Perceptions
Santana-Mancilla, P. C., Rodríguez-Ortiz, M. Á., García-Ruiz, M. Á., Gaytan-Lugo, L. S., Fajardo-Flores, S. B., & Contreras-Castillo, J. J. (2019) · Informatics · doi:10.3390/informatics6020022 · Cited by 23
Harnessing Technology to Address the Global Mental Health Crisis
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Videogame Mechanics in Games for Health
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“Research has shown that health-related knowledge, 7 skills, 39 self-confidence, 43 and behaviors 2 can improve when players rehearse skills in a simulation game and, in the process, develop new attitudes, emotional responses, risk perceptions, self-concepts, and social connections, all of which can…”
Self-citationImpact of a Make-A-Wish experience on healthcare utilization
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Effect of a Novel Video Game on Stroke Knowledge of 9- to 10-Year-Old, Low-Income Children
Williams, O. A., Hecht, M. F., DeSorbo, A. L., Huq, S., & Noble, J. M. (2014) · Stroke · doi:10.1161/strokeaha.113.002906 · Cited by 22
“Indeed, educational video games have led to increased nutritional knowledge and eating behaviors,(12,13) reduced diabetes mellitus–related emergency department visits by children and adolescents with type 1 diabetes mellitus,(14) and improved adherence to chemotherapy and treatment plans by adolescent patients with ca…”
BackgroundHow Serious Games Will Improve Healthcare
Graafland, M., & Schijven, M. P. (2018) · Health informatics · doi:10.1007/978-3-319-61446-5_10 · Cited by 25
A Model for Treating Voice Disorders in School-Age Children within a Video Gaming Environment
King, S. N., Davis, L., Lehman, J. J., & Ruddy, B. H. (2011) · Journal of Voice · doi:10.1016/j.jvoice.2011.08.002 · Cited by 22
Learning from Computer Games: A Research Review
Tobias, S., & Fletcher, D. (2012) · Communications in computer and information science · doi:10.1007/978-3-642-33814-4_2 · Cited by 22
Serious Games for the Treatment of Children with ADHD: The BRAVO Project
Luca, V. D., Schena, A., Covino, A., Bitonto, P. D., Potenza, A., Barba, M. C., D’Errico, G., & Paolis, L. T. D. (2024) · Information Systems Frontiers · doi:10.1007/s10796-023-10457-8 · Cited by 24
“…frameworks are the self-regulation model (Cameron & Leventhal, 1995), the social cognitive theory (Bandura, 1986) and the learning theory (Kato et al., 2008); adherence to these imposes a series of constraints that the game dynamics must respect in order to favour the acquisition of…”
Does Digital Game Interactivity Always Promote Self-Efficacy?
Lee, Y.-H. (2015) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2015.0165 · Cited by 21
“This finding is consistent with previous studies that found interactive digital games to be effective in increasing self-efficacy.(1,8,15,16) However, success or failure did not affect self-efficacy in participants who played the interactive digital game.”
Brown, S. L., McRae, D., Sheils, E., McDonnell, B. J., Khan, I., & James, D. H. (2021) · Research in Social and Administrative Pharmacy · doi:10.1016/j.sapharm.2021.11.006 · Cited by 22
Authoring Adaptive 3D Virtual Learning Environments
Ewais, A., & Troyer, O. D. (2014) · International Journal of Virtual and Personal Learning Environments · doi:10.4018/ijvple.2014010101 · Cited by 21
Context aware serious games framework for sport and health
Hardy, S., Saddik, A. E., Göbel, S. P., & Steinmetz, R. (2011) · IEEE International Symposium on Medical Measurements and Applications (MeMeA) · doi:10.1109/memea.2011.5966775 · Cited by 21
Participatory Game Design for the INTERACCT Serious Game for Health
Kayali, F., Peters, K., Kuczwara, J., Reithofer, A., Martínek, D., Woelfle, R., Mateus‐Berr, R., Lehner, Z., Silbernagl, M., Sprung, M. S., et al. (2015) · Lecture notes in computer science · doi:10.1007/978-3-319-19126-3_2 · Cited by 21
Fiellin, L. E., Hieftje, K. D., & Duncan, L. R. (2014) · Pediatrics · doi:10.1542/peds.2014-0941 · Cited by 19
Thomas, T. H., McLaughlin, M., Hayden, M. A., Shumaker, E., Trybus, J., Myers, E., Zabiegalski, A., & Cohen, S. M. (2019) · Games for Health Journal · doi:10.1089/g4h.2018.0021 · Cited by 20
“31,32 Even though 44% of all U.S. women are known to play video-games, 33 it is not known if female patients with cancer will engage in a serious game intervention.”
Zeng, X. L., Heneghan, M. B., & Badawy, S. M. (2023) · Current Oncology · doi:10.3390/curroncol30010056 · Cited by 22
“Four studies included in this review attempted interventions to improve medication adherence [26,41,43,44].”
BackgroundMethodInfluentialThe intersection of video games and patient empowerment
Caldwell, C., Bruggers, C. S., Altizer, R., Bulaj, G. W., D’Ambrosio, T., Kessler, R. R., & Christiansen, B. (2013) · Australasian Conference On Interactive Entertainment · doi:10.1145/2513002.2513018 · Cited by 21
“Wii Fit has been an important tool in physical rehabilitation, by promoting strength training, aerobic exercise and balance activities [15].”
MethodVisuohaptic augmented feedback for enhancing motor skills acquisition
Asadipour, A., Debattista, K., & Chalmers, A. G. (2016) · The Visual Computer · doi:10.1007/s00371-016-1275-3 · Cited by 23
“Positive behavioural changes were reported on pediatric patients who were diagnosed with cancer by playing this video game [21].”
BackgroundOpportunities for Mobile App–Based Adherence Support for Children With Tuberculosis in South Africa
Morse, R. M., Myburgh, H., Reubi, D., Archey, A. E., Busakwe, L., Garcia‐Prats, A. J., Hesseling, A. C., Jacobs, S., Mbaba, S., Meyerson, K., et al. (2020) · JMIR mhealth and uhealth · doi:10.2196/19154 · Cited by 20
“The effectiveness of such games for increasing medication adherence among children has been shown [33,34].”
BackgroundVideo Game Design for Older Adults
Whitlock, L. A., McLaughlin, A. C., & Allaire, J. C. (2011) · Proceedings of the Human Factors and Ergonomics Society Annual Meeting · doi:10.1177/1071181311551039 · Cited by 20
“…Kapadia, & Szturm, 2007; Charles, Krebs, Volpe, Lynch, & Hogan, 2005), as educational tools (Dondlinger, 2007), to improve medication adherence (Kato, Cole, Bradlyn, & Pollock, 2008), for pain management (Hoffman et al., 2008), and for cognitive enhancement in both younger and older adults…”
BackgroundShe said/he said: A peaceful debate on video game violence.
Ferguson, C. J., & Konijn, E. A. (2015) · Psychology of Popular Media Culture · doi:10.1037/ppm0000064 · Cited by 22
Partial Reinforcement in Game Biofeedback for Relaxation Training
Parnandi, A., & Gutiérrez‐Osuna, R. (2018) · IEEE Transactions on Affective Computing · doi:10.1109/taffc.2018.2842727 · Cited by 19
“The appeal of videogames stems from their ability to increase the user’s motivation and engagement, which is particularly beneficial when the treat-ment involves painful procedures (e.g., chemotherapy) or is intrinsically boring and repetitive (e.g., physical therapy) [52].”
BackgroundThe Effect of Conscientiousness and Gender on Digital Game Addiction in High School Students
Kesici, A. (2020) · Journal of Education and Future · doi:10.30786/jef.543339 · Cited by 19
Screen-based digital learning methods in radiation oncology and medical education
Kok, D. L., Dushyanthen, S., Peters, G. W., Sapkaroski, D., Barrett, M., Sim, J. H. H., & Eriksen, J. G. (2022) · Technical Innovations & Patient Support in Radiation Oncology · doi:10.1016/j.tipsro.2022.10.003 · Cited by 27
“patients by obliquely reinforcing the effect of the treatment [92].”
BackgroundWols, A., Pingel, M., Lichtwarck‐Aschoff, A., & Granic, I. (2024) · Clinical Psychology Review · doi:10.1016/j.cpr.2024.102396 · Cited by 28
Ouariachi, T., & Elving, W. J. L. (2020) · The Electronic Journal of e-Learning · doi:10.34190/jel.18.5.004 · Cited by 19
Training and Learning in e-Health Using the Gamification Approach: The Trainer Interaction
Bitonto, P. D., Corriero, N., Pesare, E., Rossano, V., & Roselli, T. (2014) · Interacción · doi:10.1007/978-3-319-07446-7_22 · Cited by 23
SAPS and Digital Games: Improving Mathematics Transfer and Attitudes in Schools
Eck, R. N. V. (2015) · Mathematics education in the digital era · doi:10.1007/978-94-017-9517-3_9 · Cited by 19
Mobile Gaming Trends and Revenue Models
Alomari, K. M., Soomro, T. R., & Shaalan, K. F. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-42007-3_58 · Cited by 20
“Another example is, e-Health game “Re-Mission” to improve behavioral outcomes for young patients with cancer in a multisite randomized controlled trial [15].”
BackgroundEngaging the Public: Citizen Science
Couch, J., Theisz, K., & Gillanders, E. M. (2019) · Springer eBooks · doi:10.1007/978-3-030-20992-6_12 · Cited by 22
Applying Affect Recognition in Serious Games: The PlayMancer Project
Moussa, M. B., & Magnenat‐Thalmann, N. (2009) · Lecture notes in computer science · doi:10.1007/978-3-642-10347-6_5 · Cited by 18
“Beale and Kato et al [43][ 44 ] developed serious games for helping adolescents and young adults with cancer, where as Coyle et al [45] and Brezinka et al [46] developed serious games for patients suffering from anxiety, depression and behavioral disorder.”
BackgroundReynolds, L., Sosik, V. S., & Cosley, D. (2013) · International Conference on Gameful Design, Research, and Applications (Gamification) · doi:10.1145/2583008.2583027 · Cited by 18
“…existing persuasive health technologies encourage individuals to earn points for selecting a healthy meal [6], to learn about quitting smoking or how chemotherapy works by engaging in roleplaying with a virtual avatar [7, 9], and to grow a lush virtual garden through being physically active [1].”
Background
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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