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Gaming & Social Networks for Medicine

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by

Lise Worthen-Chaudhari

on 24 June 2013

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Transcript of Gaming & Social Networks for Medicine

Gaming and Social Networks
Re-Imagining Health Care Delivery
The P4 Model
Health Games
Quantified self
Implicit Learning
Gaming leverages
Preventative
Predictive
Personalized
Participatory
Multi-sensory stimulation
Gentile (1998)
Movement Science
Varela, Thompson, Rosch (1991)
The Embodied Mind
Positivity
McGonigal (2010)
Reality is Broken
Seligman (2008)
Positive Health
J of Applied Psych
Mirelman et al. (2010)
Gait & Posture
http://www.ted.com/talks/derek_sivers_how_to_start_a_movement.html
First follower
Rx Compliance
Future Tech for Hospitals
Flow
Csikszentmihalyi (1975+) (cheek-SENT-me-high)
Evidence for Health-Related Change Through Tech (Gaming)
fitbit
Habits of adolescents with cancer
Kato et al. (2008)
Pediatrics
fitocracy
Brain Activity assoc with
Perspective & Agency
Havranek et al. (2012)
J Behav & Brain Func
Dynamic Force Production
Health Games
Mission to convey:
We have a lot to work with...
including gaming
and social networks
Health Care Superhero
what do you have to work with?
design your environment
Decreased depression
East Carolina University
unpublished?
press release 2008
Psychomotor
skill improved
Non-gamers aged 20-30
Borecki et al. (2013)
Adv Exp Med Biol
SimCoach
Health Games
Interactive
Music
http://www.re-mission.net/
Kristakis & Fowler (2009)
Connected:The Surprising Power of Our Social Networks & How They Shape Our Lives
Behavior is Contagious:
Three Degrees of Influence
https://www.zombiesrungame.com/
Zombies Run
Social Gaming for
Exercise Adherence
Pediatric Oncology/
Medication Adherence
NeuroRecovery
Medication Adherence
Social gaming
BMI reduced
Full transcript