Serious Games for Healthcare: Applications and Implications.

Serious Games for Healthcare: Applications and Implications.
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医疗保健严肃游戏:应用和影响。

DOI:
10.1089/g4h.2013.0062
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发表时间:
2013
影响因子:
3.5
通讯作者:
Lu,AmyShirong
Lu,AmyShirong
中科院分区:
医学2区
文献类型:
--
作者:
Lu,AmyShirong

文献摘要

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在过去的30年里,电子游戏产业持续成长为数十亿美元的产业,超过了电影和音乐产业。在过去的十年中,人们致力于电子游戏的开发和研究,以促进教育、社会变革和健康。对许多人来说,“严肃游戏”之类的表达听起来不再新奇。然而,很少有关于严肃游戏的书籍专门关注与健康职业相关的游戏。发布于2013年夏天的《Serious Games for Healthcare: Applications and Implications》为对这一主题感兴趣的人提供了一个急需的平台。这本书共有14章。目标受众包括学术和工业研究人员,游戏专业人员和开发者,以及健康和社会服务专业人员,他们希望了解电子游戏在医疗保健环境中的设计,开发和部署,以及这些游戏的趋势和商业潜力。因此,本章分为三个部分。第1部分介绍了面向医疗保健领域的严肃游戏的主要趋势。第1章展示了沉浸式虚拟环境的潜力,也称为严肃虚拟环境。尽管虚拟世界对游戏的关注较少,但由于其相对较快的开发和部署周期以及较低的成本,它为严肃游戏提供了一个替代或补充的技术平台。第2章主要讨论隐喻在严肃游戏设计中的运用。根据作者的说法,隐喻指的是“用游戏世界替代参考环境,在其中可以使用幻想和抽象来激励或让玩家沉浸其中。”26)。虽然隐喻有助于将健康信息传递给公众,但卫生专业人员将从直接的方法中获益更多(以现实的医院环境为特色,而不是幻想的魔法世界)。第三章探讨了游戏在康复和恢复中的应用。游戏为玩家提供具有激励功能的迷人环境,如娱乐价值、结果测量客观性和个性化治疗。本节总结了通常用于第一人称射击游戏的现代游戏引擎(第4章),并讨论了它们在医疗培训中的适用性。这些游戏引擎可以帮助创建快速、高效的技术,用于在医疗保健环境中创建高保真的交互式环境。第二部分侧重于严肃游戏的设计和开发。第5章调查了医疗保健游戏所独有的一系列伦理考虑,并讨论了它们的含义。尽管行业缺乏医疗游戏设计的道德准则,但本章提供了确保道德设计和未来研究方向的关键考虑因素的有用总结。第六章讨论脑卒中患者的康复。本章强调了在保持足够的兴趣水平的同时,创造适当的挑战水平以满足参与者的需求的重要性。它呈现了一个用户研究,以游戏为特色,可以动态调整难度等级。第7章讨论了一种用于性教育的严肃游戏设计的干预映射方法。这种方法使用结构和详细的规划来确保最终的干预是基于参与者的需求,由理论和证据提供信息,并对其使用的环境气候敏感。第8章回顾了目前营养游戏和研究的现状,并参考了本主题的适用资源。迫切需要营养教育。
The videogame industry has continued its growth into a multibillion-dollar business over the past 30 years, outpacing that of the movie and music industries. In the past decade, substantial work has been committed to videogame development and research for education, social change, and health. To many people, expressions such as ‘‘serious games’’no longer sound novel. However, few books on serious games have specifically focused on games that are health carerelated. Serious Games for Healthcare: Applications and Implications, released in the summer of 2013, offers a much-needed platform for people interested in this topic. The book consists of 14 chapters. The targeted audiences include academic and industrial researchers, game professionals and developers, and health and social services professionals who would like to understand the design, development, and deployment of videogames in healthcare settings, as well as the trends and commercial potential of these games. Accordingly, the chapters are arranged in three sections. Section I covers key trends in serious games for healthcare. Chapter 1 showcases the potential of immersive virtual environments, also known as serious virtual environments. Although the virtual world focuses less on gaming, it serves an alternative or complementary technology platform to serious games due to its relatively faster development and deployment cycle, and lower cost. Chapter 2 focuses on the use of metaphor in serious game design. Metaphor, according to the authors, refers to ‘‘the substitution of a game universe for a context of reference, in which it is possible to use fantasy and abstraction to motivate or immerse the player’’(p. 26). Although metaphors would be helpful to transfer the health message to the public, health professionals would benefit more from a direct approach (featuring a realistic hospital setting instead of a fantasy world of magic). Chapter 3 explores the use of games for rehabilitation and recovery purposes. Games provide engaging environments with motivational features such as entertainment value, outcome measurement objectivity, and personalized treatment for the player. This section concludes with a review of modern game engines (Chapter 4) typically used for first-person-shooter games and discusses their suitability and applicability to healthcare training. These game engines can help to create rapid, efficient technologies for creating high-fidelity, interactive environments within a healthcare context. Section II focuses on serious games’ design and development. Chapter 5 surveys a range of ethical considerations unique to games for health care and discusses their implications. Although the industry lacks guidelines for ethics in healthcare game design, this chapter provides a useful summary of the key considerations in ensuring ethical design and future research directions. Chapter 6 discusses rehabilitation for stroke patients. This chapter emphasizes the importance of creating appropriate levels of challenge to meet the participants’ needs while maintaining sufficient interest levels. It presents a user study featuring a game that can dynamically adjust the difficulty levels. Chapter 7 discusses an intervention mapping approach for the design of a serious game for sex education. This approach uses structures and detailed planning to ensure that the resulting intervention is based on the participants’ needs, informed by theory and evidence, and sensitive to the contextual climate in which it will be used. Chapter 8 reviews the status of current nutrition games and research and refers to applicable resources on this topic. There is a dire need for nutrition education …