Published on in Vol 13, No 1 (2011): Jan-Mar

Assessing the Acceptability and Usability of an Interactive Serious Game in Aiding Treatment Decisions for Patients with Localized Prostate Cancer

Assessing the Acceptability and Usability of an Interactive Serious Game in Aiding Treatment Decisions for Patients with Localized Prostate Cancer

Assessing the Acceptability and Usability of an Interactive Serious Game in Aiding Treatment Decisions for Patients with Localized Prostate Cancer

Journals

  1. Cosma G, Brown D, Shopland N, Battersby S, Seymour-Smith S, Archer M, Khan M, Pockley A. PROCEE: a PROstate Cancer Evaluation and Education serious game for African Caribbean men. Journal of Assistive Technologies 2016;10(4):199 View
  2. Amicizia D, Domnich A, Gasparini R, Bragazzi N, Lai P, Panatto D. An overview of current and potential use of information and communication technologies for immunization promotion among adolescents. Human vaccines & immunotherapeutics 2013;9(12):2634 View
  3. Diehl L, Souza R, Gordan P, Esteves R, Coelho I. InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: A Randomized Controlled Trial With Primary Care Physicians. Journal of Medical Internet Research 2017;19(3):e72 View
  4. Yáñez-Gómez R, Cascado-Caballero D, Sevillano J. Academic methods for usability evaluation of serious games: a systematic review. Multimedia Tools and Applications 2017;76(4):5755 View
  5. Fanfarelli J, McDaniel R, Crossley C. Adapting UX to the design of healthcare games and applications. Entertainment Computing 2018;28:21 View
  6. Kim S, Kim H, Hwang H, Hong J, Bae S, Min K, Han D. The Effects of a Serious Game on Depressive Symptoms and Anxiety in Breast Cancer Patients with Depression: A Pilot Study Using Functional Magnetic Resonance Imaging. Games for Health Journal 2018;7(6):409 View
  7. Li L, Adam P, Townsend A, Lacaille D, Yousefi C, Stacey D, Gromala D, Shaw C, Tugwell P, Backman C. Usability testing of ANSWER: a web-based methotrexate decision aid for patients with rheumatoid arthritis. BMC Medical Informatics and Decision Making 2013;13(1) View
  8. Ingadottir B, Blondal K, Jaarsma T, Thylen I. Perceptions about traditional and novel methods to learn about postoperative pain management: a qualitative study. Journal of Advanced Nursing 2016;72(11):2672 View
  9. Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard M, Benali H, Sawchuk K, De Schutter B. Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study. JMIR Mental Health 2020;7(3):e12388 View
  10. Yuan Q, Liu S, Tang S, Zhang D. Happy@Work: protocol for a web-based randomized controlled trial to improve mental well-being among an Asian working population. BMC Public Health 2014;14(1) View
  11. Bozanta A, Kutlu B, Nowlan N, Shirmohammadi S. Effects of serious games on perceived team cohesiveness in a multi-user virtual environment. Computers in Human Behavior 2016;59:380 View
  12. Hall V, Conboy-Hill S, Taylor D. Using Virtual Reality to Provide Health Care Information to People With Intellectual Disabilities: Acceptability, Usability, and Potential Utility. Journal of Medical Internet Research 2011;13(4):e91 View
  13. Kihal Talantikite W, Renou D, Magdelaine A, Harang W, Zmirou-Navier D, Deguen S. Development of Serious Games (Equit’Game) to Address Health and Environmental Inequalities: Protocol for an App-Delivered Program to Perform a Territorial Diagnosis. JMIR Research Protocols 2020;9(1):e11786 View
  14. Mayer I. Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games. Procedia Computer Science 2012;15:233 View
  15. Mayer I, Bekebrede G, Harteveld C, Warmelink H, Zhou Q, van Ruijven T, Lo J, Kortmann R, Wenzler I. The research and evaluation of serious games: Toward a comprehensive methodology. British Journal of Educational Technology 2014;45(3):502 View
  16. Gunaratne K, Haghbayan H, Coomes E. Tweeting Authors: Impact on Research Publicity and Downstream Citations. Journal of General Internal Medicine 2020;35(6):1926 View
  17. Kim H, Kim S, Shin H, Jang J, Kim Y, Han D. A Mobile Game for Patients With Breast Cancer for Chemotherapy Self-Management and Quality-of-Life Improvement: Randomized Controlled Trial. Journal of Medical Internet Research 2018;20(10):e273 View
  18. He Y, Gewirtz A, Lee S, Morrell N, August G. A randomized preference trial to inform personalization of a parent training program implemented in community mental health clinics. Translational Behavioral Medicine 2016;6(1):73 View
  19. Buday R. Architecture and Imagery: A Profile of Serious Game Developer Archimage, Inc.. Games for Health Journal 2013;2(6):327 View
  20. Marston H, Freeman S, Bishop K, Beech C. A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older. Games for Health Journal 2016;5(3):157 View
  21. Berry D, Halpenny B, Bosco J, Bruyere J, Sanda M. Usability evaluation and adaptation of the e-health Personal Patient Profile-Prostate decision aid for Spanish-speaking Latino men. BMC Medical Informatics and Decision Making 2015;15(1) View
  22. Ricciardi F, De Paolis L. A Comprehensive Review of Serious Games in Health Professions. International Journal of Computer Games Technology 2014;2014:1 View
  23. Sänger S, Wiegel T, Stöckle M, Härter M, Bergelt C. Entwicklung von Aufklärungsmaterialien für die „Deutsche Prostatakrebsstudie PREFERE“. Zeitschrift für Evidenz, Fortbildung und Qualität im Gesundheitswesen 2015;109(1):28 View
  24. Kampmeijer R, Pavlova M, Tambor M, Golinowska S, Groot W. The use of e-health and m-health tools in health promotion and primary prevention among older adults: a systematic literature review. BMC Health Services Research 2016;16(S5) View
  25. Groeben C, Streuli J, Krones T, Keck B, Wirth M, Huber J. Therapie des nichtmetastasierten Prostatakarzinoms. Der Urologe 2014;53(6):854 View
  26. Girgis A, Durcinoska I, Levesque J, Gerges M, Sandell T, Arnold A, Delaney G. eHealth System for Collecting and Utilizing Patient Reported Outcome Measures for Personalized Treatment and Care (PROMPT-Care) Among Cancer Patients: Mixed Methods Approach to Evaluate Feasibility and Acceptability. Journal of Medical Internet Research 2017;19(10):e330 View
  27. Verschueren S, Buffel C, Vander Stichele G. Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights. JMIR Serious Games 2019;7(2):e11565 View
  28. Wolpin S, Halpenny B, Whitman G, McReynolds J, Stewart M, Lober W, Berry D. Development and usability testing of a web-based cancer symptom and quality-of-life support intervention. Health Informatics Journal 2015;21(1):10 View
  29. Griffiths M, Kuss D, Ortiz de Gortari A. Videogames as Therapy. International Journal of Privacy and Health Information Management 2017;5(2):71 View
  30. Faddoul B, Kelemen A, Connerney I, Grover B, Hoffman J. Patients' Perceptions of a Game About Warfarin and Vitamin K: A Pilot Study. Games for Health Journal 2012;1(5):362 View
  31. Palanica A, Docktor M, Lee A, Fossat Y. Using mobile virtual reality to enhance medical comprehension and satisfaction in patients and their families. Perspectives on Medical Education 2019;8(2):123 View
  32. Krebs P, Burkhalter J, Snow B, Fiske J, Ostroff J. Development and Alpha Testing of QuitIT: An Interactive Video Game to Enhance Skills for Coping With Smoking Urges. JMIR Research Protocols 2013;2(2):e35 View
  33. Wolpin S, Stewart M. A Deliberate and Rigorous Approach to Development of Patient-Centered Technologies. Seminars in Oncology Nursing 2011;27(3):183 View
  34. Giabbanelli P, Crutzen R. Supporting self-management of obesity using a novel game architecture. Health Informatics Journal 2015;21(3):223 View
  35. Smith A, Rincones O, Sidhom M, Mancuso P, Wong K, Berry M, Forstner D, Bokey L, Girgis A. Robot or radiation? A qualitative study of the decision support needs of men with localised prostate cancer choosing between robotic prostatectomy and radiotherapy treatment. Patient Education and Counseling 2019;102(7):1364 View
  36. Baranowski M, Lieberman P, Buday R, Peng W, Zimmerli L, Wiederhold B, Kato P. Videogame Mechanics in Games for Health. Games for Health Journal 2013;2(4):194 View
  37. Brown-Johnson C, Berrean B, Cataldo J. Development and usability evaluation of the mHealth Tool for Lung Cancer (mHealth TLC): A virtual world health game for lung cancer patients. Patient Education and Counseling 2015;98(4):506 View
  38. Diehl L, de Souza R, Gordan P, Esteves R, Coelho I. User Assessment of “InsuOnLine,” a Game to Fight Clinical Inertia in Diabetes: A Pilot Study. Games for Health Journal 2015;4(5):335 View
  39. Grüne B, Kriegmair M, Lenhart M, Michel M, Huber J, Köther A, Büdenbender B, Alpers G. Decision Aids for Shared Decision-making in Uro-oncology: A Systematic Review. European Urology Focus 2022;8(3):851 View
  40. Maheu-Cadotte M, Dubé V, Cossette S, Lapierre A, Fontaine G, Deschênes M, Lavoie P. Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review. JMIR Serious Games 2021;9(3):e28650 View
  41. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  42. Broekhuis M, Weering M, Schuit C, Schürz S, van Velsen L. Designing a stakeholder-inclusive service model for an eHealth service to support older adults in an active and social life. BMC Health Services Research 2021;21(1) View
  43. Yu Z, Sukjairungwattana P, Xu W. Effects of Serious Games on Student Engagement, Motivation, Learning Strategies, Cognition, and Enjoyment. International Journal of Adult Education and Technology 2022;13(1):1 View
  44. Thomas T, Murray P, Rosenzweig M, Taylor S, Brufsky A, Bender C, Larkin M, Schenker Y. “I was never one of those people who just jumped right in for me”: patient perspectives on self-advocacy training for women with advanced cancer. Supportive Care in Cancer 2023;31(1) View
  45. Palanica A, Docktor M, Lee A, Fossat Y. Using mobile virtual reality to enhance medical comprehension and satisfaction in patients and their families. Perspectives on Medical Education 2019;8(2):123 View
  46. Poliani A, Gnecchi S, Villa G, Rosa D, Manara D. Gamification as an Educational Approach for Oncological Patients: A Systematic Scoping Review. Healthcare 2023;11(24):3116 View
  47. Ribeiro N, Tavares P, Ferreira C, Coelho A. Melanoma prevention using an augmented reality-based serious game. Patient Education and Counseling 2024;123:108226 View
  48. Park H, Kim E, Kim J. Serious Games as a Therapeutic Tool in Pediatric Urology: A Review of Current Applications and Future Directions. International Neurourology Journal 2024;28(3):185 View

Books/Policy Documents

  1. Mihail R, Jacobs N, Goldsmith J, Lohr K. Serious Games Analytics. View
  2. Smith K. Meeting Health Information Needs Outside Of Healthcare. View
  3. Faddoul B. Medical Education and Ethics. View
  4. Sisarica A, Maiden N. Serious Games Development and Applications. View
  5. Faddoul B. Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice. View
  6. Griffiths M, Kuss D, Ortiz de Gortari A. Handbook of Research on ICTs and Management Systems for Improving Efficiency in Healthcare and Social Care. View
  7. Findeis A, Patyk M. Creating a Lifestyle Medicine Center. View
  8. Mayer I, Bekebrede G, Warmelink H, Zhou Q. Psychology, Pedagogy, and Assessment in Serious Games. View
  9. Crico C, Renzi C. P5 eHealth: An Agenda for the Health Technologies of the Future. View
  10. Ventura J, Ingram S, Caon M, Zumstein-Shaha M, Khaled O, Mugellini E. Human-Computer Interaction. Interaction in Context. View
  11. Griffiths M, Kuss D, Ortiz de Gortari A. Alternative Pain Management. View