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Pannese healthcare

Slides Key Note speech from LUDUS project final conference at Kranj, Slovenia, 25.09.2012

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Pannese healthcare

  1. 1. Serious Games and digital interactive technologies for Healthcare Lucia Pannese Kranj, 25 September 2012
  2. 2. Brief History of Games for Healthcare Games and Simulations for Healthcare are not new!The Nursery Rhyme “game” Ring a ring o‘ Roses is associated with the Plague Children play “Doctors and Nurses” etc…
  3. 3. Games for Collaborative Learning Collaborative Learning is growing in importance andgames are now being applied to support collaboration and knowledge sharing
  4. 4. Fields of application of Serious Games  & simulations in Healthcare Supporting therapy, rehabilitation after severe illness Self‐management of illness /chronic conditions (e.g.  diabetes) “Exergames“ ‐ motivating and supporting physical activity and healthy lifestyle Anonymous group therapy Preventive medicine Behavioural change Healthy Nutrition Train healthcare professionals  (medical procedures, methods for diagnosis, patient monitoring …..) Doctor‐patient communication
  5. 5. Training of Medical Staff
  6. 6. Training for Rare and Hostile Situations Triage Trainer is a good example of training medical professionals in emergency situations
  7. 7. Simulation of Medical Conditions“Dying Dave” and “Patient Rescue” are examples of high fidelity representation of medical conditions and link real‐world data to visualisations
  8. 8. Haptic Devices in SimulationsHaptic devices in simulations develop physical skills: multisensory learning experience
  9. 9. Virtual World VisualisationsVirtual World 3D visualisations help to orient staff and patients
  10. 10. Games for Staff at Hospital Hoists are used to move and handle children in situations when manual handling is a high risk. There is a risk of injury if the equipment is not used correctly. GOSH created a 30 minute simulation to reinforce practical training for operators using a hoist in a practical setting.GOSH:Great Ormond Street Hospital
  11. 11. GOSH Video
  12. 12. The ImREAL Projectwww.imreal-project.eu ImREAL @ImREAL_project
  13. 13. The Mirror Project
  14. 14. The Virtual Pain Manager‐ target group: nurses‐ simulation contents: student nurses must use a Patient Controlled Analgesia (PCA) machine with a post‐operative patient in order tocontrol and reduce the patient’s pain sufficiently, ideally within 48 gamehours
  15. 15. Virtual ECG- target group: students and professionals‐ simulation contents: user is supposed to place electrodes correctly on the body of the patient in order to connect the ECG machine and record the ECG‐ online, high fidelity, simulation that aims to reduce the incidence of inaccurate ECG scans by teaching accurate recording of ECG scans through practice. Learners attach the ECG electrodes and cables to a ‘patient’ and record an ECG.
  16. 16. Behavioural Change, Nutrition
  17. 17. Games for Behavioural Change„Pos or Not“ is a viral game to raise awareness of HIV/Aids and change behaviour
  18. 18. Self‐management of illness and chronic conditionsPacky & Marlon: ‐ adventure game for the Nintendo platformpopular in the early 1990s‐ target group: diabetic children and adolescents‐ game contents: player has to manage his character’s blood‐glucose monitoring, insulin use, and food selections while he tries to save a diabetes summer camp from marauding rats and mice. ‐ studies and researches: clinical trial of outpatients at Stanford University Medical Center and Kaiser Permanente clinic, the game reduced their diabetes‐related, urgent‐care, and emergency room visits by 77 percent.
  19. 19. Smash Your FoodAn award‐winning mobile game called Smash Your Food is making strides among kids by allowing them to virtually smash junk food into oblivion, aiming for both fun and gross‐out appeal, all while learning about nutrition.• Created by Washington‐based nutritionist  Marta De Wulf, • game was released in late March as an iPad app• winner in First Lady Michelle Obamas "Apps  for Health Kids" Competition, part of her Lets  Move! initiative.
  20. 20. MY FOOD FIGHT!® MY FOOD FIGHT!® is a fun interactive journey to combat the health  enemies that we each encounter daily. Focused on nutrient density in food, players are rewarded for their consumption of high nutrient dense  and organic foods
  21. 21. Train Nutrition Seriously • Portal with recipes • Nutrition database • Mobile game • Community
  22. 22. Rehabilitation, Physical Exercise
  23. 23. Supporting therapyHope Labs Re‐Mission Game:‐ target group: adolescent and young‐adult cancerpatients‐ game contents: player controls a robot that entersthe bodies of cancer patients in order to destroy diseased cells; meanwhile he has to monitor and manage side effects of cancer and its treatment‐ studies and research: improving of both treatment adherence as well as indicators of cancer‐related self‐efficacy and knowledge
  24. 24. Exergames: Dance Dance Revolution ‐ developed in Japan for children‐ game contents: music video game that requires players todance in progressively more complicated and strenuous patternsin time with music. ‐ studies and research: game has been implemented in schools in West   Virginia→  improvements in aerobic capacity, blood pressure, and overall fitness level as well as childrens self‐esteem
  25. 25. Exergames ‐ Recent design trendsMany incentives in the USA to fight against severehealth problems and lack of healthy culture (food, etc.)The most recent Exergames are based on specialhardware / input devices (e.g. Wii Remote and WiiBalance Board for Nintendo Wii, Kinect for Xbox360, PlayStation Move for PlayStation 3 or Gamercize, which connects exercise machines such as stationary cyclesand steppers to diverse video game consoles)→ players movements are turned into the gamescontroller Gamercize played on PS2 Exergaming, nowadays, can be found in specialist rooms oflarger fitness facilities or gyms designed only for exergamingprogrammes
  26. 26. Effectiveness of ExergamesA study by the University of California San Diego and San Diego StateUniversity of 29 seniors and the Wii exercise showed a decrease indepression as well as an improvement of mental capacity, emotional health, social aspects and painStudies have shown that Gamercize notably increases players motivationto keep up their exercise routineFurthermore, combining cardiovascular exercise and balance practice hasbeen shown to increase academic successResearch projects have shown that exergaming can connect players over anetwork and, this way, support the social power of exercising together
  27. 27. Microsoft Kinect Xbox Kinect is an input device developed by Microsoft for the Xbox 360 video gameconsole and Windows PCsFeatures: Motion sensor:       tracks your entire body Skeletal tracking:   Kinect creates a digital skeleton based on depth data Facial recognition: Kinect collects physical data to be able to recognize youVoice recognition: microphones recognize and seperate your voice fromother noises in the room
  28. 28. The Kinect EffectPeople have started to use Kinect in creative ways: not only forentertainment but also in education and healthcare sectors.Some innovative examples:Integration of Kinect into the therapy of autistic people (e.g. at the LakesideCenter in Issaquah, WA)Supporting the rehabilitation progress of stroke and other brain injurypatients by motivating them to move certain parts of their body (e.g. RoyalBerkshire Hospital in Reading, UK) Usage in hospitals, for example in operating rooms, to help doctors navigate MRIsand CAT scans with a wave of their hand (e.g. Tedesys in Spain) → this way they can avoid bacteria infections since they do not have totouch anything Usage for vitual anonymous group therapy through the creation of a Kinect avatar
  29. 29. More to come….Rehab4Life:Engaging Game‐based Home Rehabilitation for Improved Quality of LifeCombining Nintendo Wii / Sony PlayStation Move / Microsoft KINECT  + Serious Games for rehabilitation at home after hospitalizationREHAB4LIFE will transform the patient’s home in a place where physical and cognitive rehabilitation process can be performed in an intensive and engaging though properly controlled way, while promoting social inclusion and quality of life. 
  30. 30. Other scenarios
  31. 31. Scottish Qualifications Authority complete tasks related to the knowledge you would be expected to demonstrate in a real-life retail environmentPatient’s safety and risk prevention
  32. 32. The iSpectrum ProjectIntroducing autistic people into working environments: • Office • Gardening center • Supermarket
  33. 33. SEGAMED conference: 5‐6.10 Nizza 
  34. 34. Thank you! Any questions?Lucia Pannese www.i-maginary.itCEO, imaginary srl @imaginary_italyInnovation Network Politecnico di Milano FB: imaginarylucia.pannese@i-maginary.it YouTube: imaginary srlSkype: lueolli@lpannese
  • taliukko

    Oct. 16, 2012

Slides Key Note speech from LUDUS project final conference at Kranj, Slovenia, 25.09.2012


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