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:
影响因子:
--
通讯作者:
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
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.