151 results match your criteria game tablet

Validation Study of Kids Hearing Game: A Self-Administered Pediatric Audiology Application.

Perm J 2021 May;25

Division of Research, Kaiser Permanente, Oakland, CA.

Objective: Conduct a comparison study between conventional audiometry and a tablet-based hearing screening application, Kids Hearing Game (KHG). If KHG measures hearing at levels comparable with conventional audiometry, it could be used to screen hearing in children.

Methods: Prospective equivalence study where measurements of pure tone hearing via KHG are compared with measurements of pure tone hearing via conventional audiometry in patients aged 6-11 years over a 4-month period. Read More

View Article and Full-Text PDF

Evaluation of Motor and Cognitive Performance in People with Parkinson's Disease Using Instrumented Trail-Making Test.

Gerontology 2021 May 3:1-7. Epub 2021 May 3.

Department of Health and Human Performance, Center for Neuromotor and Biomechanics Research, University of Houston, Houston, Texas, USA.

Introduction: Parkinson's disease (PD) progressively impairs motor and cognitive performance. The current tools to detect decline in motor and cognitive functioning are often impractical for busy clinics and home settings. To address the gap, we designed an instrumented trail-making task (iTMT) based on a wearable sensor (worn on the shin) with interactive game-based software installed on a tablet. Read More

View Article and Full-Text PDF

Getting into a "Flow" state: a systematic review of flow experience in neurological diseases.

J Neuroeng Rehabil 2021 Apr 20;18(1):65. Epub 2021 Apr 20.

Neurocenter, Luzerner Kantonsspital, Spitalstrasse 31, 6000, Luzern 16, Switzerland.

Background: Flow is a subjective psychological state that people report when they are fully involved in an activity to the point of forgetting time and their surrounding except the activity itself. Being in flow during physical/cognitive rehabilitation may have a considerable impact on functional outcome, especially when patients with neurological diseases engage in exercises using robotics, virtual/augmented reality, or serious games on tablets/computer. When developing new therapy games, measuring flow experience can indicate whether the game motivates one to train. Read More

View Article and Full-Text PDF

Serious game versus standard care for rehabilitation after distal radius fractures: a protocol for a multicentre randomised controlled trial.

BMJ Open 2021 Mar 30;11(3):e042629. Epub 2021 Mar 30.

Department of Surgery, Amsterdam Gastroenterology and Metabolism, Amsterdam UMC Location AMC, Amsterdam, The Netherlands

Introduction: Distal radius fractures are among the most prevalent traumatic injuries worldwide. These injuries are associated with high healthcare-related and socioeconomic costs, mainly resulting from loss of productivity. To optimise recovery and return to work, wrist exercises are recommended. Read More

View Article and Full-Text PDF

The Development of an Escape Room-Based Serious Game to Trigger Social Interaction and Communication Between High-Functioning Children With Autism and Their Peers: Iterative Design Approach.

JMIR Serious Games 2021 Mar 23;9(1):e19765. Epub 2021 Mar 23.

Post Graduate School of Medicine, University Medical Center Groningen, University of Groningen, Groningen, Netherlands.

Background: Children with autism spectrum disorder (ASD) have social deficits that affect social interactions, communication, and relationships with peers. Many existing interventions focus mainly on improving social skills in clinical settings. In addition to the direct instruction-based programs, activity-based programs could be of added value, especially to bridge the relational gap between children with ASD and their peers. Read More

View Article and Full-Text PDF

A Serious Game to Improve Emotion Regulation in Treatment-Seeking Individuals With Gambling Disorder: A Usability Study.

Front Psychol 2021 4;12:621953. Epub 2021 Mar 4.

Department of Psychiatry, University Hospital of Bellvitge-IDIBELL, Barcelona, Spain.

: Serious games have shown positive results in increasing motivation, adherence to treatment and strengthening the therapeutic alliance in multiple psychiatric disorders. In particular, patients with impulse control disorders and other disorders in which the patient suffers from inhibitory control deficits (e.g. Read More

View Article and Full-Text PDF

"It Is Not the Robot Who Learns, It Is Me." Treating Severe Dysgraphia Using Child-Robot Interaction.

Front Psychiatry 2021 23;12:596055. Epub 2021 Feb 23.

CHART EA 4004, THIM, Paris 8 University, Saint Denis, France.

Writing disorders are frequent and impairing. However, social robots may help to improve children's motivation and to propose enjoyable and tailored activities. Here, we have used the scenario in which a child is asked to teach a robot how to write via demonstration on a tablet, combined with a series of games we developed to train specifically pressure, tilt, speed, and letter liaison controls. Read More

View Article and Full-Text PDF
February 2021

In Quest of Tablet Apps for Elders With Alzheimer's Disease: A Descriptive Review.

Sunghee H Tak

Comput Inform Nurs 2021 Mar 2. Epub 2021 Mar 2.

Author Affiliation: The Research Institute of Nursing Science, College of Nursing, Seoul National University, Republic of Korea.

Caregivers search for mobile device apps that offer meaningful and enjoyable activities to simultaneously enhance the preserved cognitive and functional abilities of those in their care. The purpose of this review article was to describe the current state of tablet apps with which elders with Alzheimer's disease and related forms of dementia may engage as users. Using the keywords "app," "Alzheimer's," and "dementia," a sample of 83 apps was selected from the iTunes Store, Google, and discussion boards of Apple Support Communities. Read More

View Article and Full-Text PDF

The Use of Tablet Computers to Reduce Preoperative Anxiety in Children Before Anesthesia: A Randomized Controlled Study.

J Perianesth Nurs 2021 Feb 23. Epub 2021 Feb 23.

Department of Anaesthesiology and Intensive Care, University Hospital Odense, Odense, Denmark; Department of Clinical Research - Anaesthesiology, University of Southern Denmark, Odense, Denmark.

Purpose: Children undergoing surgery and general anesthesia often experience preoperative anxiety (POA) with related negative short-, medium- and long-term consequences. Anxiolytic premedication has negative side effects, and nonpharmacologic interventions are often resource demanding and not always readily available in a busy clinical setting. The use of an age-appropriate game on a tablet computer may reduce POA, postoperative pain, and occurrence of emergence delirium (ED). Read More

View Article and Full-Text PDF
February 2021

The association between parent-child technology interference and cognitive and social-emotional development in preschool-aged children.

Child Care Health Dev 2021 Feb 25. Epub 2021 Feb 25.

Faculty of Kinesiology, Sport, and Recreation, University of Alberta, Edmonton, Alberta, Canada.

Background: The increased adoption and dependence of electronic devices have potential implications on parent-child relationships, including parental responsiveness. Few studies have examined the association between parent-child technology interference and developmental outcomes. The objective of this study was to examine the associations between parent-child technology interference and cognitive and social-emotional development in preschool-aged children (3-5 years). Read More

View Article and Full-Text PDF
February 2021

Validation of a Portable Game Controller to Assess Peak Expiratory Flow Against Conventional Spirometry in Children: Cross-sectional Study.

JMIR Serious Games 2021 Jan 29;9(1):e25052. Epub 2021 Jan 29.

Division of Respiratory Medicine, Department of Pediatrics, Sainte-Justine University Hospital Center, Montreal, QC, Canada.

Background: International asthma guidelines recommend the monitoring of peak expiratory flow (PEF) as part of asthma self-management in children and adolescents who poorly perceive airflow obstruction, those with a history of severe exacerbations, or those who have difficulty controlling asthma. Measured with a peak flow meter, PEF represents a person's maximum speed of expiration and helps individuals to follow their disease evolution and, ultimately, to prevent asthma exacerbations. However, patient adherence to regular peak flow meter use is poor, particularly in pediatric populations. Read More

View Article and Full-Text PDF
January 2021

Application of an Adaptive, Digital, Game-Based Approach for Cognitive Assessment in Multiple Sclerosis: Observational Study.

J Med Internet Res 2021 01 20;23(1):e24356. Epub 2021 Jan 20.

Department of Neurology, Weill Institute for Neurosciences, University of California, San Francisco, San Francisco, CA, United States.

Background: Cognitive impairment is one of the most debilitating manifestations of multiple sclerosis. Currently, the assessment of cognition relies on a time-consuming and extensive neuropsychological examination, which is only available in some centers.

Objective: To enable simpler, more accessible cognitive screening, we sought to determine the feasibility and potential assessment sensitivity of an unsupervised, adaptive, video game-based digital therapeutic to assess cognition in multiple sclerosis. Read More

View Article and Full-Text PDF
January 2021

Memory-related hippocampal activation during sleep and temporal memory in toddlers.

Dev Cogn Neurosci 2021 Feb 25;47:100908. Epub 2020 Dec 25.

Center for Mind and Brain, University of California, Davis, United States; Human Development Graduate Group, University of California, Davis, United States; Department of Psychology, University of California, Davis, United States. Electronic address:

Nonhuman research has implicated developmental processes within the hippocampus in the emergence and early development of episodic memory, but research in humans has been constrained by the difficulty of examining hippocampal function during early development. In the present study, we assessed 48 2-year-olds with a novel paradigm in which participants completed two games on a tablet that required remembering associations between unique characters, the places they visited, and the temporal order with which they did so. At the completion of each game, a unique, novel song played. Read More

View Article and Full-Text PDF
February 2021

User Experience of a Chatbot Questionnaire Versus a Regular Computer Questionnaire: Prospective Comparative Study.

JMIR Med Inform 2020 Dec 7;8(12):e21982. Epub 2020 Dec 7.

Anesthesiology Department, Catharina Hospital, Eindhoven, Netherlands.

Background: Respondent engagement of questionnaires in health care is fundamental to ensure adequate response rates for the evaluation of services and quality of care. Conventional survey designs are often perceived as dull and unengaging, resulting in negative respondent behavior. It is necessary to make completing a questionnaire attractive and motivating. Read More

View Article and Full-Text PDF
December 2020

A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of "Escape COVID-19".

JMIR Serious Games 2020 Dec 3;8(4):e24986. Epub 2020 Dec 3.

Division of Emergency Medicine, Department of Anesthesiology, Clinical Pharmacology, Intensive Care and Emergency Medicine, University of Geneva Hospitals and Faculty of Medicine, Geneva, Switzerland.

Background: As many countries fear and even experience the emergence of a second wave of COVID-19, reminding health care workers (HCWs) and other hospital employees of the critical role they play in preventing SARS-CoV-2 transmission is more important than ever. Building and strengthening the intrinsic motivation of HCWs to apply infection prevention and control (IPC) guidelines to avoid contaminating their colleagues, patients, friends, and relatives is a goal that must be energetically pursued. A high rate of nosocomial infections during the first COVID-19 wave was detected by IPC specialists and further cemented their belief in the need for an engaging intervention that could improve compliance with COVID-19 safe behaviors. Read More

View Article and Full-Text PDF
December 2020

Effects of vehicular whole-body vibration on focus measured by a mobile app for brain training: A pilot study on the influence of gender and Attention Deficit Hyperactivity Disorder.

Work 2020 ;67(3):641-654

Universidade Federal de Minas Gerais (UFMG), Department of Sociology, School of Philosophy, Humanities and Social Sciences (FAFICH), Belo Horizonte/MG, Brazil.

Background: Students, as well as other professional drivers, must have focus to adequately perform their tasks. However, they are subjected to whole-body vibration (WBV) in their journey to school or work.

Objective: To investigate the influence of in-loco WBV exposure on focus, both instantaneously, as well as residually. Read More

View Article and Full-Text PDF
January 2020

Portable Automated Rapid Testing (PART) for auditory assessment: Validation in a young adult normal-hearing population.

J Acoust Soc Am 2020 10;148(4):1831

Psychology Department, University of California, Riverside, 900 University Avenue, Riverside, California 92521, USA.

This study aims to determine the degree to which Portable Automated Rapid Testing (PART), a freely available program running on a tablet computer, is capable of reproducing standard laboratory results. Undergraduate students were assigned to one of three within-subject conditions that examined repeatability of performance on a battery of psychoacoustical tests of temporal fine structure processing, spectro-temporal amplitude modulation, and targets in competition. The repeatability condition examined test/retest with the same system, the headphones condition examined the effects of varying headphones (passive and active noise-attenuating), and the noise condition examined repeatability in the presence of recorded cafeteria noise. Read More

View Article and Full-Text PDF
October 2020

Immersive virtual reality vs. non-immersive distraction for pain management of children during bone pins and sutures removal: A randomized clinical trial protocol.

J Adv Nurs 2021 Jan 24;77(1):439-447. Epub 2020 Oct 24.

Department of Surgery, CHU Sainte-Justine, Montreal, QC, Canada.

Aims: To examine the efficacy of an immersive virtual reality distraction compared with an active non-immersive distraction, such as video games on a tablet, for pain and anxiety management and memory of pain and anxiety in children requiring percutaneous bone pins and/or suture removal procedures.

Design: Three-centre randomized clinical trial using a parallel design with two groups: experimental and control.

Methods: Study to take place in the orthopaedic department of three children hospital of the Montreal region starting in 2019. Read More

View Article and Full-Text PDF
January 2021

A Tablet App for Handwriting Skill Screening at the Preliteracy Stage: Instrument Validation Study.

JMIR Serious Games 2020 Oct 22;8(4):e20126. Epub 2020 Oct 22.

Department of Electronics, Information and Bioengineering, Politecnico di Milano, Milan, Italy.

Background: Difficulties in handwriting, such as dysgraphia, impact several aspects of a child's everyday life. Current methodologies for the detection of such difficulties in children have the following three main weaknesses: (1) they are prone to subjective evaluation; (2) they can be administered only when handwriting is mastered, thus delaying the diagnosis and the possible adoption of countermeasures; and (3) they are not always easily accessible to the entire community.

Objective: This work aims at developing a solution able to: (1) quantitatively measure handwriting features whose alteration is typically seen in children with dysgraphia; (2) enable their study in a preliteracy population; and (3) leverage a standard consumer technology to increase the accessibility of both early screening and longitudinal monitoring of handwriting difficulties. Read More

View Article and Full-Text PDF
October 2020

Children's interpretation of ambiguous pronouns based on prior discourse.

Dev Sci 2021 May 30;24(3):e13049. Epub 2020 Oct 30.

Department of Psychology, Stanford University, Stanford, CA, USA.

In conversation, individual utterances are almost always ambiguous, with this ambiguity resolved by context and discourse history (common ground). One important cue for disambiguation is the topic under discussion with a particular partner (e.g. Read More

View Article and Full-Text PDF

Treatment of eosinophlic esophagitis with swallowed topical corticosteroids.

World J Gastroenterol 2020 Sep;26(36):5395-5407

Klinikum rechts der Isar der Technischen Universität München, Klinik und Poliklinik für Innere Medizin II, Munich 81675, Germany.

Eosinophilic esophagitis (EoE) is an emerging chronic local immune-mediated disease of the esophagus. Beside proton pump inhibitors and food-restriction-diets swallowed topical corticosteroids (STC) can be offered as a first line therapy according to current guidelines. This review describes the background and practical management of STCs in EoE. Read More

View Article and Full-Text PDF
September 2020

[Current Status and Prospects for Information Communication Technology (ICT) in Allied Health Education].

Hu Li Za Zhi 2020 Oct;67(5):6-11

PhD, RN, Professor, School of Nursing, National Taipei University of Nursing and Health Sciences, Taiwan, ROC.

In this article, technologies that have been widely adopted and used in the field of allied health education in recent years are identified and introduced. These technologies may be distinguished based on education content and approach into the following three categories: online-offline digital education, which uses massive open online courses, CD-ROM, and similar learning tools; mobile learning, which uses mobile phones, tablets, and other devices to connect to the Internet of things; and digital simulation education, which uses virtual reality, virtual patient simulation, serious gaming, and gamification. Preliminary positive findings regarding the effectiveness of using the above technologies have been reported in the literature. Read More

View Article and Full-Text PDF
October 2020

Proof of Concept of a Gamified DEvelopmental Assessment on an E-Platform (DEEP) Tool to Measure Cognitive Development in Rural Indian Preschool Children.

Front Psychol 2020 10;11:1202. Epub 2020 Jun 10.

Centre for Chronic Conditions and Injuries, Public Health Foundation of India, Gurugram, India.

Over 250 million children in developing countries are at risk of not achieving their developmental potential, and unlikely to receive timely interventions because existing developmental assessments that help identify children who are faltering are prohibitive for use in low resource contexts. To bridge this "detection gap," we developed a tablet-based, gamified cognitive assessment tool named DEvelopmental assessment on an E-Platform (DEEP), which is feasible for delivery by non-specialists in rural Indian households and acceptable to all end-users. Here we provide proof-of-concept of using a supervised machine learning (ML) approach benchmarked to the Bayley's Scale of Infant and Toddler Development, 3rd Edition (BSID-III) cognitive scale, to predict a child's cognitive development using metrics derived from gameplay on DEEP. Read More

View Article and Full-Text PDF

A novel in-home digital treatment to improve processing speed in people with multiple sclerosis: A pilot study.

Mult Scler 2021 Apr 25;27(5):778-789. Epub 2020 Jun 25.

Department of Neurology, Weill Institute for Neurosciences, University of California San Francisco, San Francisco, CA, USA.

Objective: To assess whether a videogame-like digital treatment is superior to a control in improving processing speed in adults with multiple sclerosis (MS).

Methods: Adults with MS and baseline Symbol Digit Modalities Test (SDMT) -scores between -2 and 0 were enrolled in a double-blind randomized controlled clinical trial. After completing a baseline in-clinic evaluation (Visit 1), they were randomized to complete an in-home, tablet-based videogame-like digital treatment (AKL-T03) or control word game (AKL-T09) for up to 25 minutes/day, 5 days/week, for 6 weeks. Read More

View Article and Full-Text PDF

Memory enhancements from active control of learning in children with autism spectrum disorder.

Autism 2020 11 24;24(8):1995-2007. Epub 2020 Jun 24.

MPRG iSearch, Max Planck Institute for Human Development, Germany.

Lay Abstract: Research with adults and typically developing children has shown that being able to their learning experience, that is, to decide what to learn, when, and at what pace, can boost learning in a variety of contexts. In particular, previous research has shown a robust advantage of active control for episodic memory as compared with conditions lacking this control. In this article, we explore the potential of active control to improve learning of 6- to 12-year-old children diagnosed with autism spectrum disorder. Read More

View Article and Full-Text PDF
November 2020

Effortful Control Moderates the Relation Between Electronic-Media Use and Objective Sleep Indicators in Childhood.

Psychol Sci 2020 07 19;31(7):822-834. Epub 2020 Jun 19.

Department of Psychology, Arizona State University.

Electronic-media use is associated with sleep disruptions in childhood and adolescence, although research relies primarily on subjective sleep. Effortful control, a dimension of self-regulation, may mitigate this association by helping children disengage from and regulate responses to media. We examined associations between media use and multiple actigraph-measured sleep parameters at mean and day levels and tested children's effortful control as a moderator of mean-level relations. Read More

View Article and Full-Text PDF

Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module.

JMIR Serious Games 2020 Jun 12;8(2):e20173. Epub 2020 Jun 12.

Division of Emergency Medicine, Department of Anesthesiology, Clinical Pharmacology, Intensive Care and Emergency Medicine, University of Geneva Hospitals and Faculty of Medicine, Geneva, Switzerland.

Background: The coronavirus disease (COVID-19) pandemic has led to increased use of personal protective equipment (PPE). Adequate use of this equipment is more critical than ever because the risk of shortages must be balanced against the need to effectively protect health care workers, including prehospital personnel. Specific training is therefore necessary; however, the need for social distancing has markedly disrupted the delivery of continuing education courses. Read More

View Article and Full-Text PDF

The Use of Virtual Reality to Reduce Preoperative Anxiety in First-Time Sternotomy Patients: A Randomized Controlled Pilot Trial.

Mayo Clin Proc 2020 06;95(6):1148-1157

Department of Cardiovascular Surgery, Mayo Clinic, Rochester, MN; Departments of Surgery and Physiology & Biomedical Engineering, Mayo Clinic, Rochester, MN. Electronic address:

Objective: To report the first randomized controlled trial to investigate if immersive virtual reality (VR) treatment can reduce patient perceptions of anxiety compared with a tablet-based control treatment in adults undergoing a first-time sternotomy.

Methods: Twenty first-time sternotomy patients were prospectively randomized (blinded to investigator) to a control or VR intervention. The VR intervention was a game module "Bear Blast" (AppliedVR) displayed using a Samsung Gear Oculus VR headset. Read More

View Article and Full-Text PDF

Serious Games for Nutritional Education: Online Survey on Preferences, Motives, and Behaviors Among Young Adults at University.

JMIR Serious Games 2020 Jun 3;8(2):e16216. Epub 2020 Jun 3.

Institute for Nutritional Medicine, Else Kröner-Fresenius-Center for Nutritional Medicine, School of Medicine, Technical University of Munich, Munich, Germany.

Background: Data on nutritional information and digital gameplay are limited among young adults in Germany.

Objective: This survey aimed to gather data on nutritional information sources and digital games for nutritional education (preferences, motives, and behaviors) among young adults at both Munich universities in Germany.

Methods: An online survey was developed by an multidisciplinary research group using EvaSys, an in-house survey software. Read More

View Article and Full-Text PDF

Playerunknown's Battlegrounds: Yet Another Internet Gaming Addiction.

J Ayub Med Coll Abbottabad 2020 Jan- Mar;32(1):145-146

Aga Khan University, Karachi, Pakistan.

The overarching goal of video games is to amuse the end-users by means of interactive systems that are now existent across numerous platforms such as personal computer, mobile phones, tablets and game consoles. Player Unknown's Battlegrounds (PUBG) is a multiplayer online game. The addiction of PUBG is soaring worldwide and it has thick user-base. Read More

View Article and Full-Text PDF
October 2020