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

Published: 30 September 2013 Publication History

Abstract

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.

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Cited By

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  • (2021)Dartanan: Prototype evaluations of a serious game to engage children in the calibration of their hearing aid functionalitiesJournal of Rehabilitation and Assistive Technologies Engineering10.1177/205566832110215278Online publication date: 7-Jul-2021
  • (2021)Learning from Healthcare Providers’ Strategies: Designing Technology to Support Effective Child Patient-Provider CommunicationProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445120(1-15)Online publication date: 6-May-2021
  • (2020)HabitApp: New Play Technologies in Pediatric Cancer to Improve the Psychosocial State of Patients and CaregiversFrontiers in Psychology10.3389/fpsyg.2020.0015711Online publication date: 7-Feb-2020
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cover image ACM Other conferences
IE '13: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
September 2013
243 pages
ISBN:9781450322546
DOI:10.1145/2513002
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Macquarie University-Sydney

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 September 2013

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IE'2013
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IE'2013: The 9th Australasian Conference on Interactive Entertainment -
September 30 - October 1, 2013
Melbourne, Australia

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IE '13 Paper Acceptance Rate 20 of 51 submissions, 39%;
Overall Acceptance Rate 64 of 148 submissions, 43%

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Cited By

View all
  • (2021)Dartanan: Prototype evaluations of a serious game to engage children in the calibration of their hearing aid functionalitiesJournal of Rehabilitation and Assistive Technologies Engineering10.1177/205566832110215278Online publication date: 7-Jul-2021
  • (2021)Learning from Healthcare Providers’ Strategies: Designing Technology to Support Effective Child Patient-Provider CommunicationProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445120(1-15)Online publication date: 6-May-2021
  • (2020)HabitApp: New Play Technologies in Pediatric Cancer to Improve the Psychosocial State of Patients and CaregiversFrontiers in Psychology10.3389/fpsyg.2020.0015711Online publication date: 7-Feb-2020
  • (2020)Staying Motivated During Difficult Times: A Snapshot of Serious Games for Paediatric Cancer PatientsIEEE Transactions on Games10.1109/TG.2020.303997412:4(367-375)Online publication date: Dec-2020
  • (2019)The Enemy WithinExtended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts10.1145/3341215.3356988(117-123)Online publication date: 17-Oct-2019
  • (2018)A Prototype Exercise–Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric DiseasesFrontiers in Pediatrics10.3389/fped.2018.000696Online publication date: 9-Apr-2018
  • (2017)Gamification to Improve Adherence to Clinical Treatment AdviceHealth Literacy10.4018/978-1-5225-1928-7.ch005(80-111)Online publication date: 2017
  • (2016)Gamification to Improve Adherence to Clinical Treatment AdviceHandbook of Research on Holistic Perspectives in Gamification for Clinical Practice10.4018/978-1-4666-9522-1.ch004(47-77)Online publication date: 2016
  • (2015)A Perspective of Games for People with Physical DisabilitiesProceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction10.1145/2838739.2838765(274-283)Online publication date: 7-Dec-2015
  • (2015)Participatory Game Design for the INTERACCT Serious Game for HealthSerious Games10.1007/978-3-319-19126-3_2(13-25)Online publication date: 28-May-2015

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