Evaluating efficacy and validating games for health Camsex el salama

She was the founding President and CEO at Hope Lab where she led the efforts to develop and conduct research on Re-Mission, a widely acclaimed serious game evaluated in a multi-centre randomized trial published in . Her clients included Healthy Solutions (Netherlands), Sanofi (France), Janssen (Belgium), the Ministry of Health Holdings (Singapore), Hope Lab (USA), Halmstad University (Sweden) and Grendel Games (The Netherlands).

She recently worked on Phosphorus Mission, a mobile serious game app for patients with chronic kidney disease that has been accredited by the EDTNA (European Dialysis and Transplantation Nurse Association). She is currently involved in several large European funded projects (Europeana Space, PEGASO, MAGELLAN, PERGAMON and Sim Aula) that involve the creation of serious game technologies for health, education and cultural heritage.

There is compelling evidence that people who acquire new information, motivation, and behavioral skills in a virtual environment and subsequently practice these behaviors in a virtual reality game are more likely to act in accordance with the new skills in real life.

Could videogame play documenting specific behaviors and actions by the player actually be a viable proxy for real-life behaviors?

In addition, we underscore the increasing interest in this field by a number of stakeholders but also emphasize the need for more funding, given the cost of developing high-quality serious games for the field to reach its potential.

Ninety-seven percent of youth play computer, Internet, mobile, or console games, and 50% report playing videogames daily.

Key components of videogames include that they have rules, are goal oriented, and some have points or levels.Goals of the serious games field include using scientifically rigorous tools (eg, theory-based content, randomized clinical trials) to develop and evaluate games for efficacy and capitalize on their potential to produce rich in-game data in simulated game environments reflecting real-life behaviors.The use of technology in health care is increasingly ubiquitous, and there is mounting evidence that videogames can serve as interventions to increase knowledge and effect behavior change in youth.Therefore, an evolving focus in producing games for health is establishing scientific and evidence-based approaches to game development alongside methods for testing these games with objective indicators of efficacy.If the appropriate amount of time and funding is not devoted to the development and evaluation of these games, their promise will be limited.

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