Documente Academic
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Documente Cultură
Benefits of Telehealth
Increased access to healthcare and health-related information, particularly for hard-to-reach populations Improved ability to diagnose and track diseases Timelier, more actionable public health information Expanded access to ongoing medical education and training for health workers
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1980
1989
160 x 144 pixels
2004
2008
1997
2003
640x960 pixels
Interactive Gaming
Portable Mobility
Social Networks
Fitness
Gaming
Health
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Sectors
Exercise: physical activity Eating: diet Cognitive intervention Disease management Corporate wellness and fitness
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An Emerging Ecosystem
WELLNESS
SELF-HELP CONSUMER WELLNESS EMPLOYEE WELLNESS BRAIN GAMES DISEASE MANAGEMENT MED ADHERENCE ADDICTION RELAPSE
CHRONIC DISEASE
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Jetset TopDoc
Learning
Silverbackers
Freedom BrainAge
eSmart
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Tween
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Journey to the Wild Divine (Biofeedback gaming for ADHD Amon & Campbell, 2008) Scientifically tested over 4 years at Sydney University with ADHD children. - Found to increase attention - Improve memory recall - Promote self-calming - Translate to behaviour improvement without the game being played! As seen on the 7:30 Report June, 2008 http://www.abc.net.au/7.30/content/2 007/s2265178.htm
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Study in 2006 found the game did more than empower kids!
http://www.abc.net.au/tv/goodgam e/stories/s2067977.htm
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Caudate
Caudate
Thalamus Hippocampus
Thalamus Hippocampus
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70
p = .034
Re-Mission Control
Cancer Knowledge
Self-Efficacy
6.2
p = .027
Re-Mission
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Baseline Follow-up
5.6
Baseline Follow-up
Antibiotics
p = .008
Total MEMS Cap Events
p = .002 Re-Mission
40 30 20 10 Control 0
3.2
In press, Pediatrics Re-Mission Outcomes Study RCT 34 hospitals, 374 AYA with cancer
Baseline
Follow-up
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OrderUp!
PickChow!
Nicot
Lit Rush
Lit Relaxed
Allergies Attack
Colorfall
Peggle
Health games?
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TextJab
My Happy Planet
Lifestyle?
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Can Exercise Games Increase Energy Expenditure Enough to Impact Fitness and Obesity?
Wii Fit Wii Sports EA Sports Active Sony Eyetoy PS2 DDR Rockband
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TRS Results
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TRS Results
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TRS Results
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Presence has been found to increase energy expended during exergame play
(Ijsselsteijn et al., 2006)
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Moderate
Light
Sedentary
Lyons, E.J., Tate, D.F., Erickson, K.E., Vaughn, A., & Ward, D.S. (2008). Energy expenditure during Wii Sports minigames in overweight children: comparing data parameter selection. Presented at the Obesity Society Annual National Meeting, October 3-7, Phoenix, AZ. Includes: Borusiak, 2007; Graves, 2007; Lanningham-Foster, 2006; Maddison, 2007; Sell, 2008; Straker, 2007; Unnithan, 2006; Wang, 2006
Conclusions
Exergaming can increase energy expenditure to a level that is considered at least moderate intensity. The level of energy expenditure varies, with boxing related games tending to increase energy expenditure the most. Long term efficacy of exergames to reduce the prevalence of obesity still remains to be seen The continual development of new exciting games that increase energy expenditure is crucial if exergaming will have any long term impacts.
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Thank You
Alex Gerwer asg_akn@yahoo.com (562)726-4256 www.linkedin.com/pub/1/264/32b
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