The intersection of video games and patient empowerment: case study of a real world application

The intersection of video games and patient empowerment: case study of a real world application
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视频游戏与患者赋权的交叉点:现实世界应用的案例研究

DOI:
10.1145/2513002.2513018
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发表时间:
2013
期刊:
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
影响因子:
--
通讯作者:
Brianne Christiansen
Brianne Christiansen
中科院分区:
--
文献类型:
--
作者:
C. Caldwell;C. Bruggers;Roger Altizer;G. Bulaj;Troy D'Ambrosio;R. Kessler;Brianne Christiansen

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电子游戏通过体育锻炼和互动反馈增强患者的能力,为改善患者的生活质量提供了新的机会。本文介绍了一个基于激励的视频游戏,通过积极的隐喻可视化,将身体锻炼转化为心理赋权,以帮助对抗癌症。这种视频游戏技术可以通过刺激大脑奖励系统和身体动作之间的耦合机制来增强患者的恢复力。虽然患者赋权(PE)运动视频游戏是为儿科癌症患者设计的主动玩家互动游戏的一个例子,但这个概念可以应用于神经系统,代谢或心血管疾病。
Video games provide new opportunities for improving patients' quality-of-life via empowerment through physical exercise and interactive feedback. This paper presents an incentive-based video game that transforms physical exercise into mental empowerment to help fight cancer via positive metaphoric visualization. This video game technology can enhance patients' resilience via mechanisms that stimulate coupling between the brain reward systems and physical actions. While the Patient Empowerment (PE) Exercise Video Game is an example of an active-player interactive game designed for pediatric cancer patients, this concept can be applied to neurological, metabolic or cardiovascular diseases.