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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“32 Furthermore, the AYA patients were highly motivated by thinking of social interaction features that would make it possible to just hang out and play together in-world.”
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“Other examples are Re-Mission, whose aim is to provide cancer support by giving players a sense of power and control and encouraging treatment adherence [17], and Ben’s Game whose goal is to destroy mutant cells and collect protective shields for the main side effects, such as hair loss [18].”
BackgroundGame Changer: Is Palliative Care Ready for Games?
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King, D. L., & Delfabbro, P. (2010) · Adelaide Research & Scholarship (AR&S) (University of Adelaide) · Cited by 10
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What keeps them motivated? Children’s views on an applied game for anxiety
Schoneveld, E. A., Lichtwarck‐Aschoff, A., & Granic, I. (2018) · Entertainment Computing · doi:10.1016/j.entcom.2018.12.003 · Cited by 10
The Utility of Games for Society, Business, and Politics
Mayer, I. S., Warmelink, H., & Zhou, Q. (2016) · Wiley eBooks · doi:10.1002/9781118736494.ch22 · Cited by 10
Psihogios, A. M., Roth, M. E., Gomez, C., Hekimian-Brogan, E., McQueen, C., & Yanez, B. R. (2024) · JCO Oncology Practice · doi:10.1200/op.23.00449 · Cited by 9
An Overview of Using Serious Games for the Effective Development in Health and Medicine
Lee, H. R., & Jeong, E. J. (2013) · Journal of Korea Game Society · doi:10.7583/jkgs.2013.13.4.73 · Cited by 9
PROCEE: a PROstate Cancer Evaluation and Education serious game for African Caribbean men
Cosma, G., Brown, D. J., Shopland, N., Battersby, S., Seymour‐Smith, S., Archer, M., Khan, M. A., & Pockley, A. G. (2016) · Journal of Assistive Technologies · doi:10.1108/jat-12-2015-0035 · Cited by 9
“Studies have shown that carefully designed games can have a positive impact on the health behaviour of young people and those with cancer, and that games can be used for effective disease management and disease-related knowledge (Davis et al., 2004; Kato et al., 2008; Reichlin et al., 2011b).”
BackgroundCastel, A. D., Wilbourn, B. C., Trexler, C., D’Angelo, L. J., & Greenberg, D. (2021) · JMIR Research Protocols · doi:10.2196/29792 · Cited by 9
“SCT provides a framework relevant to both health behaviors and interventions and has been widely used in HIV interventional studies [24-27].”
BackgroundPsihogios, A. M., Rabbi, M., Ahmed, A., McKelvey, E. R., Li, Y., Laurenceau, J., Hunger, S. P., Fleisher, L. G., Pai, A. L. H., Schwartz, L. A., et al. (2021) · JMIR Research Protocols · doi:10.2196/32789 · Cited by 9
“…a few existing and static 6-MP adherence-promotion interventions are small and possess key limitations (eg, suboptimal participant engagement in digital health components and relying on parental supervision of medication taking, which may not be feasible or acceptable to an AYA population) [63,64].”
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Abraham, O., Szela, L., Brasel, K., & Hoernke, M. (2021) · Journal of the American Pharmacists Association · doi:10.1016/j.japh.2021.10.016 · Cited by 9
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“In one remarkable recent study, researchers found that a first-person shooter game Re-Mission improved self-efficacy, cancer knowledge, and treatment adherence in teen and young adult cancer patients (Kato et al. 2008).”
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Espinoza, M., Baños, R., García‐Palacios, A., & Botella, C. (2013) · Psicooncología · doi:10.5209/rev_psic.2013.v10.n2-3.43447 · Cited by 9
“Otro ejemplo lo constituyen los denominados “juegos serios” (serious games), juegos digitales creados con propósitos que van más allá del entretenimiento, que facilitan la entrega de información médica y de herramientas de apoyo para la toma decisiones y la implicación en conductas saludables(4-6).”
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The impact of visual media to encourage low protein cooking in inherited metabolic disorders
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Ndulue, C., & Orji, R. (2021) · African Human Computer Interaction Conference (AfriCHI) · doi:10.1145/3448696.3448706 · Cited by 8
Gansohr, C., Emmerich, K., Masuch, M., Basu, O., & Grigull, L. (2014) · Lecture notes in computer science · doi:10.1007/978-3-319-05972-3_15 · Cited by 9
NightShift simulation to train newly qualified doctors in non-technical skills: a feasibility study
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Breakey, V. R., Gupta, A. A., Johnston, D. L., Portwine, C., Laverdière, C., May, S. L., Dick, B. D., Hundert, A. S., Nishat, F., Killackey, T., et al. (2022) · Journal of Pediatric Hematology/Oncology Nursing · doi:10.1177/27527530211068778 · Cited by 8
“Three interactive coping websites (Kato et al., 2008; Kunin-Batson et al., 2016; O’Conner-Von, 2009) have been developed for young people with cancer, however, they do not: (a) include comprehensive cognitive-behavioral methods to promote self-management skills (b) provide opportunities for…”
BackgroundTOMO VOX: Exploring Cozy Games and Character-driven Storyworlds for Pediatric Voice Therapy
Chan, L., Chandross, D., Cober, S., & Lachman, R. (2022) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3505270.3558352 · Cited by 8
“Increasing adherence in pediatric patients through the use of serious games has been studied in areas including cancer therapy [10] and physiotherapy [11], suggesting that serious games could improve adherence in voice rehabilitation as well.”
BackgroundMelanoma prevention using an augmented reality-based serious game
Ribeiro, N., Tavares, P., Ferreira, C., & Coelho, A. F. (2024) · Patient Education and Counseling · doi:10.1016/j.pec.2024.108226 · Cited by 9
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“For example, Kato et al [34] investigated the effect of a serious game designed to improve adherence and other behavioral outcomes in children with cancer, finding that it successfully enhanced medication adherence and self-efficacy in the target group.”
BackgroundThe effect of Re-Mission video game on the quality of life of adolescents with cancer
Kurt, A. S. (2013) · Turkish Journal of Oncology · doi:10.5505/tjoncol.2013.914 · Cited by 8
“[10] Ayrıca kronik hastalıklı adölesanlarda hastalık yönetimi ve tedaviye uyumlarında hastalığa özgü video oyunlarının diğer oyunlara göre daha etkili olduğu bildirilmiştir.[11]”
A Participatory Game Design Approach for Children After Cancer Treatment
Kayali, F., Peters, K., Reithofer, A., Mateus‐Berr, R., Lehner, Z., Martínek, D., Sprung, M. S., Silbernagl, M., Woelfle, R., Lawitschka, Á., et al. (2014) · International Conference on Advances in Computer Entertainment Technology (ACE) · doi:10.1145/2693787.2693801 · Cited by 8
Exploring Game Ideas for Stresslessness in the Automotive Domain
Krome, S., Walz, S. P., Greuter, S., Holopainen, J. P., Gerlicher, A. R. S., & Schleehauf, M. (2014) · Australasian Conference On Interactive Entertainment · doi:10.1145/2677758.2677788 · Cited by 8
“Playful and gameful approaches on stresslessness have been successfully studied in other contexts such as wellbeing [1], hospital environments [14] and even cancer therapy [8].”
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Brown, M. A., Syrysko, P., Sharples, S., Shaw, D. E., Jeune, I. L., Fioratou, E., & Blakey, J. (2013) · Taylor & Francis eBooks · doi:10.1201/b13826-63 · Cited by 8
Playful Cognitive Behavioral Therapy Apps
Ferri, G., Sluis-Thiescheffer, W. R. J. W., Booten, D., & Schouten, B. A. M. (2016) · ACM International Conference on Interaction Design and Children (IDC) · doi:10.1145/2930674.2930698 · Cited by 9
“And indeed, game-based interventions have proven effective in improving compliance to therapy, in modifying pathological behaviors, in raising awareness and giving information on specific pathologies and in supporting physical, cognitive and occupational therapies [7,15,44].”
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Drummond, D., Tesnière, A., & Hadchouel, A. (2017) · Archives de Pédiatrie · doi:10.1016/j.arcped.2017.10.028 · Cited by 8
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“Video games have also been applied to improve self-management skills and healthy behaviors in those living with asthma, diabetes, and cancer [36-40].”
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Yamaji, N., Suzuki, D., Suto, M., Sasayama, K., & Ota, E. (2022) · Cancers · doi:10.3390/cancers14194624 · Cited by 8
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“…effectiveness of game-based approaches over traditional learning (Knight et al., 2010), the minimal exposure time needed for games to be effective (Kato et al., 2008), importance of social interaction in learning (Lave & Wenger, 1991) and the effectiveness of immediate feedback for reinforcing…”
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How can eHealth enhance adherence to cancer therapy and supportive care?
Bateman, E. H., & Keefe, D. M. K. (2016) · Srpski arhiv za celokupno lekarstvo · doi:10.2298/sarh1602116b · Cited by 8
Research Advances in ADHD and Technology
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“Previous studies have shown that interventions to enhance communication among children and adolescents with cancer might improve knowledge, self-ef fi cacy, 50 and quality of life 51 and reduce anxiety and depression.”
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Pater, P., Shattell, M. M., & Kagan, P. N. (2015) · Issues in Mental Health Nursing · doi:10.3109/01612840.2014.978961 · Cited by 7
“The video game did significantly improve knowledge related to cancer and self-efficacy (Kato et al., 2008).”
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Intelligent Agent and Virtual Game to support education in e-health
Pesare, E., Roselli, T., & Rossano, V. (2015) · Proceedings · doi:10.18293/dms2015-035 · Cited by 7
Illness Experience, Self-Determination, and Recreational Activities in Pediatric Asthma
Bingham, P. M., Crane, I., & Manning, S. W. (2017) · Games for Health Journal · doi:10.1089/g4h.2016.0007 · Cited by 7
Greenspoon, T., Charow, R., Papadakos, J., Samadi, M., Maloney, A. M., Paulo, C. B., Forcina, V., Chen, L., Thavaratnam, A., Mitchell, L. E., et al. (2020) · JCO Oncology Practice · doi:10.1200/op.19.00365 · Cited by 7
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A Constructive Approach for Raising Information Privacy Competences: The Case of Escape Room Games
Papaioannou, T., Tsohou, A., Bounias, G., & Karagiannis, S. (2022) · Lecture notes in computer science · doi:10.1007/978-3-031-17926-6_3 · Cited by 7
The Cognitive Skills in Interpretation of Spatial Situations in the League of Legends game
Horbiński, T., & Zagata, K. (2023) · Simulation & Gaming · doi:10.1177/10468781231165616 · Cited by 7
“…long hours improves visual and spatial skills (Green & Bavelier, 2007) and attention (Boot et al., 2008), and playing educational video games boosts mathematical skills (Kebritchi et al., 2010), health (Bartholomew et al., 2000; Kato et al., 2008), and mechanical engineering (Coller & Scott, 2009).”
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Playing for Better or for Worse?
Arriaga, P., Esteves, F. G., & Fernandes, S. C. (2013) · IGI Global eBooks · doi:10.4018/978-1-4666-3986-7.ch003 · Cited by 7
Serious Games in Health Care: a Survey
Geissbühler, A., & Gaudet-Blavignac, C. (2012) · Yearbook of Medical Informatics · doi:10.1055/s-0038-1639427 · Cited by 7
“From "Packy and Marlon" [12] a video-game about two diabetic elephants, to Roxxi the hero of "Re-mission" [4, 11], a game about child cancer, there has been progress made in the technical side of videogames but also in the use of such games in a serious, educational, preventive or therapeutic…”
BackgroundPsychotherapeutic Modalities for Children with Cancer and Their Families
Mullins, L. L., Tackett, A. P., & Suorsa, K. I. (2015) · Springer eBooks · doi:10.1007/978-3-319-21374-3_6 · Cited by 7
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Tolks, D. (2016) · Springer eBooks · doi:10.1007/978-3-662-49504-9_11 · Cited by 7
Kindness is contagious: Exploring engagement in a gamified persuasive intervention for wellbeing
Ciocarlan, A., & Masthoff, J. (2017) · Aberdeen University Research Archive (Aberdeen University) · Cited by 7
It Does Matter If You Win or Lose, and How You Play the (Video) Game
Hemovich, V. (2020) · Games and Culture · doi:10.1177/1555412020913760 · Cited by 7
“…of utilizing “serious games” for therapeutic aid across clinical treatment, disease management, and pain intervention settings (Hoffman et al., 2008; Kato et al., 2008; Patel et al., 2006; Primack et al., 2012), foreign language acquisition (Guillen-Nieto & Aleson-Carbonell, 2012; Romero &…”
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“Video games can keep players engaged and intrinsically motivated [27], which may offer an advantage in delivering interventions compared to traditional methods [38, 43].”
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Get It Right! Introducing a Framework for Integrating Validation in Applied Game Design
Warmelink, H., Valente, M., Tol, R. S. J., & Schravenhoff, R. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-40216-1_51 · Cited by 7
Madeira, R. N., Antunes, A., & Postolache, O. A. (2018) · Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering · doi:10.1007/978-3-319-74935-8_7 · Cited by 7
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„Schatzsuche” - ein verhaltenstherapeutisches Computerspiel
Brezinka, V. (2011) · Praxis der Kinderpsychologie und Kinderpsychiatrie · doi:10.13109/prkk.2011.60.9.762 · Cited by 7
Using Digital Games to Promote Health Behavior Change
Lieberman, D. A. (2015) · Wiley eBooks · doi:10.1002/9781118426456.ch23 · Cited by 7
Cheng, X., Yan, Y., Hu, T., Lv, Y., & Zeng, Y. (2023) · Frontiers in Neuroscience · doi:10.3389/fnins.2023.1093602 · Cited by 6
“(2014) research explored the role of video games in alleviating patient suffering as well as studies beginning to design video games as a medium for young cancer patients to learn about their diseases and treatments (Kato et al., 2008).”
BackgroundA serious game-based platform for measuring treatment adherence
Damasceno, E. F., da Silva, A. P., & Barbosa, J. D. (2023) · Multimedia Tools and Applications · doi:10.1007/s11042-023-15988-5 · Cited by 6
“To improve treatment adherence and behavioral outcomes in malignant diseases, including acute leukemia, lymphoma, and soft tissue sarcoma, Kato et al. (2008) [13] conducted a trial that showed the effectiveness of using video games.”
Uluhan, C., & Didişen, N. A. (2023) · Psychology Health & Medicine · doi:10.1080/13548506.2023.2289471 · Cited by 6
“In another study in which the same video game was used, there was an increase in the mean quality of life scores, but this increase was not statistically significant (Kato et al., 2008).”
BackgroundDunwell, I., Dixon, R., & Morosini, D. (2015) · International Conference on Interactive Mobile Communication, Technologies and Learning · doi:10.1109/imctl.2015.7359599 · Cited by 6
“The notion of using games to stimulate healthy behaviours has been applied in a wide variety of contexts, ranging from their use to convey dietary knowledge and impact food choices amongst younger children [7], to ensuring treatment adherence in adolescents [8].”
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Decision-Making Game for Simulation of Breast Cancer Biopsy and Treatment
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“Other examples are Re-Mission [22], designed to provide cancer support, empower players, and encourage treatment adherence, and Ben’s Game [23], focused on destroying mutated cells and collecting protective shields for the main side effects of the treatment, such as hair loss.”
BackgroundMedication self-management behaviors of adolescents and young adults with cancer
Erickson, J. M., Kamke-Jordan, A., Lancaster, I. J., Palou‐Torres, A., Esch, M., Gonzalez, A., Charlson, J. A., & Bingen, K. M. (2023) · Supportive Care in Cancer · doi:10.1007/s00520-023-07863-8 · Cited by 6
Play to Learn: from Serious Games to just Games
Franceschini, A., & Rodà, A. (2023) · International Conference on Information Technology for Social Good (GoodIT) · doi:10.1145/3582515.3609525 · Cited by 8
Abraham, O., McCarthy, T. J., & Zaborek, J. (2023) · JMIR Formative Research · doi:10.2196/51812 · Cited by 6
Monitoring player attention: A non-invasive measurement method applied to serious games
Osman, Z. M., Dupire, J., Mader, S., Cubaud, P., & Natkin, S. (2015) · Entertainment Computing · doi:10.1016/j.entcom.2015.08.003 · Cited by 6
“Using games in therapy is seen as a promising solution because they can motivate the player, motivation being a major challenge in a therapeutic context [11,18].”
BackgroundPegaso: A Serious Game to Prevent Obesity
Pannese, L., Morosini, D., Lameras, P., Arnab, S., Dunwell, I., & Becker, T. (2014) · Lecture notes in computer science · doi:10.1007/978-3-319-07725-3_43 · Cited by 6
“Controlled trials for game-based interventions such as Re-Mission demonstrates effectiveness in the support for medication adherence in children with cancer [21], and PR:EPARe shows positive outcomes in changed attitudes towards the issue of sexual coercion and pressure in adolescence relationships [22].”
BackgroundSerious Games—Economic and Legal Issues
Göbel, S. P., Hugo, O., Kickmeier-Rust, M., & Egenfeldt‐Nielsen, S. (2016) · Springer eBooks · doi:10.1007/978-3-319-40612-1_11 · Cited by 6
Acceptability of Group Visits for Attention-Deficit Hyperactivity Disorder in Pediatric Clinics
Bauer, N. S., Azer, N., Sullivan, P. D., Szczepaniak, D., Stelzner, S. M., Downs, S. M., & Carroll, A. E. (2017) · Journal of Developmental & Behavioral Pediatrics · doi:10.1097/dbp.0000000000000492 · Cited by 6
Mayer, R. E., & Lieberman, D. A. (2011) · Educational Technology archive · Cited by 6
Deep assessment: an exploratory study of game-based, multimodal learning in Epidemic
Jenson, J., de Castell, S., Thumlert, K., & Muehrer, R. (2016) · DOAJ (DOAJ: Directory of Open Access Journals) · Cited by 6
Er, C. C. W., Lau, B. T., Mahmud, A. A., & Tsun, M. T. K. (2020) · Malaysian Journal of Paediatrics and Child Health · doi:10.51407/mjpch.v26i2.101 · Cited by 8
“game aims to increase treatment adherence for chemotherapy medication intake, promote management of common symptoms, increase cancer-related knowledge of players, and improve self-efficacy of players to take care of themselves during cancer [32,33].”
BackgroundMcEwan, M., Phillips, C. J., Wyeth, P. A., & Johnson, D. M. (2020) · ACM International Conference on Interaction Design and Children (IDC) · doi:10.1145/3392063.3394435 · Cited by 6
“Research has found that not only do children learn while playing video games [4, 26, 41, 45], serious games have been established as an effective means of engaging people with health-related activities ranging from medication adherence to physical activity [5, 24].”
BackgroundEdutainment in Sport and Health
Wiemeyer, J., & Tremper, L. L. (2016) · Springer eBooks · doi:10.1007/978-981-4560-50-4_67 · Cited by 6
A Game-Based Training Approach to Enhance Human Hand Motor Learning and Control Abilities
Asadipour, A., Debattista, K., & Chalmers, A. G. (2015) · International Conference on Games and Virtual Worlds for Serious Applications · doi:10.1109/vs-games.2015.7295759 · Cited by 6
“Positive behavioral changes were reported on pediatric patients who were diagnosed with cancer by playing this video game [16].”
Background(2012) · Springer eBooks · doi:10.1007/springerreference_223767 · Cited by 6
Videogames as Therapy: An Updated Selective Review of the Medical and Psychological Literature
Griffiths, M. D., Kuss, D. J., & Ortiz de Gortari, A. B. (2020) · Alternative Pain Management · doi:10.4018/978-1-7998-1680-5.ch014 · Cited by 5
Psihogios, A. M., El-Khatib, A., Matos, K., Rabbi, M., Rossoff, J. E., Dinner, S. N., Zeng, K., Picos, R., Ahmed, A., Patel, E. M., et al. (2025) · Pediatric Blood & Cancer · doi:10.1002/pbc.31756 · Cited by 5
Puthenpura, V., Hunter, M., & Marks, A. M. (2025) · Pediatric Blood & Cancer · doi:10.1002/pbc.31909 · Cited by 5
“This improved understanding can foster greater engagement in treatment decisions, adherence to medical advice, and overall satisfaction with care [42, 49–51].”
Si, G., Prue, G., Craig, S. G., Anderson, T. J., & Mitchell, G. (2025) · Cancers · doi:10.3390/cancers17203368 · Cited by 5
“Support for this finding was found in nine studies, comprising one qualitative study [37], four quantitative studies [31–33, A randomized controlled trial (RCT) of a video game that improves behavioural outcomes in adolescents and young adults with cancer suggested although both game groups’ or…”
InfluentialDigital Technology in Health Science Education
Dev, P., & Schleyer, T. (2021) · Springer eBooks · doi:10.1007/978-3-030-58721-5_25 · Cited by 6
Erkul, M., Efe, E., & Güler, E. (2022) · European Journal of Cancer Care · doi:10.1111/ecc.13698 · Cited by 5
Increasing Access to Mental Health Services: Videogame Players’ Perspectives
van der Schyff, E. L., Forsyth, R., Amon, K. L., Ridout, B., & Campbell, A. (2023) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph20064772 · Cited by 5
“While results suggest that serious videogames have shown promising results for their intended purpose [16,17] there are significant limitations to the development and maintenance of these types of games.”
BackgroundSerious…ly! Just Kidding in Personalised Therapy Through Natural Interactions with Games
Madeira, R. N., Antunes, A., Postolache, O. A., & Correia, N. M. R. (2018) · Lecture notes in computer science · doi:10.1007/978-3-319-76270-8_50 · Cited by 5
Er, C. C. W., Theng, L. B., Tsun, M. T. K., & Mahmud, A. A. (2022) · EAI Endorsed Transactions on Pervasive Health and Technology · doi:10.4108/eai.15-2-2022.173453 · Cited by 5
“• The ability to fight cancer in a game can empower players to fight the disease and also boost treatment adherence [32]”
BackgroundCosta, V., Rojo, A., López‐López, S., Pareja-Galeano, H., Velásquez, A., Perea, L., & Raya, R. (2024) · Games for Health Journal · doi:10.1089/g4h.2023.0172 · Cited by 5
“Computational neuroscience research has demonstrated that VR technology enhances learning by increasing patient motivation 19 and the performance of motor tasks by offering valuable feedback on movement performance.”
Analysis of decision making skills for large scale disaster response
Rose, C., Seater, R. M., & Norige, A. S. (2015) · IEEE Global Humanitarian Technology Conference (GHTC) · doi:10.1109/ghtc.2015.7343979 · Cited by 5
“The recent surge of activity in attempting to do so has had successes [4] [5] but is hampered by the lack of a systematic approach for reliably building games to match a given application.”
BackgroundCo-design of a Prostate Cancer Serious Game for African Caribbean Men
Cosma, G., Shopland, N., Battersby, S., Seymour‐Smith, S., Pockley, A. G., Archer, M., Thompson, R., Khan, M. A., & Brown, D. J. (2015) · International Conference on Interactive Technologies and Games (ITAG) · doi:10.1109/itag.2015.20 · Cited by 5
“Serious games can have a positive impact on the health behaviour [11], [12], [13], [14], [15] and can serve as efficient interventions for effectively communicating accurate information and supporting men in a culturally sensitive way.”
BackgroundA Serious Game for On-the-Ward Infection Control Awareness Training
Dunwell, I., & Jarvis, S. (2012) · Advances in healthcare information systems and administration book series · doi:10.4018/978-1-4666-1903-6.ch011 · Cited by 5
Serious game design for digital forensics training
Blažič, A. J., Cigoj, P., & Blažič, B. J. (2016) · International Conference on Digital Information Processing, Data Mining, and Wireless Communications (DIPDMWC) · doi:10.1109/dipdmwc.2016.7529391 · Cited by 5
Corradini, N., Dagorne, L., Retailleau, M., Rédiní, F., Sudour‐Bonnange, H., Gofti‐Laroche, L., Rhun, A. L., & Gaspar, N. (2016) · Bulletin du Cancer · doi:10.1016/j.bulcan.2016.10.006 · Cited by 5
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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