161 research outputs found

    How to Design Game-based Healthcare Applications for Children? - A Study on Children’s Game Preferences

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    Game-based design can be used to develop engaging health applications for children. This engagement can only be realised when design is tailored to their preferences. In this study we investigate game preferences of children and translate these into design recommendations. Game preferences of children aged 6 to 12 were assessed through a questionnaire. Outcomes were classified by means of the 7D framework which divides game content into seven linear domains. Significant differences in mean scores among demographic subgroups were explored. Sixty-five children participated (M=9 years, SD=0.24, 36 boys, 29 girls, 8 children with asthma). Data showed high preference for content in domains novelty (Mnovelty=63) and dedication (Mdedication=70). Analysis resulted in subdivision of scores based on gender, age and playing frequency. Striking differences in scores were found between boys and girls in discord (Mboys=62, Mgirls=19), intensity (Mboys=60, Mgirls=27), rivalry (Mboys=53, Mgirls=31) and threat (Mboys=64, Mgirls=25). To design games for children we recommend to stimulate curiosity by offering variation and discovery, to enable achievement, learning and social contact. A divergence in preferences for boys and girls must be regarded. Opposed to boys, girls may lose interest in games that have violent or scary content, that are mainly competitive or demand continuous effort

    Game preferences and personality of older adult users

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    To improve engagement needed for long-term adherence to telemedicine services for elderly users, we need methods to design effective and tailored gamification. This study explores the relation between personality (based on the Five Factor Model) and game preference (based on the Five Domains of Play theory) to enable creation of such a method, by means of a user classification targeting the older adult user. From preliminary results, in a study with 12 participants aged 65-75 years, we observe no significant correlations between personality and game preference. The participants have a strong preference for a game containing novel content. This study provides us with information on the older adult to create a method for developing tailored gamified content based on game preferences

    Daily physical activity patterns in cancer survivors: a pilot study

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    In cancer survivors physical activity levels are measured primarily with questionnaires. As a result, insight in actual physical activity patterns of cancer survivors is lacking. Activity monitoring with accelerometers revealed that cancer survivors have lower levels of physical activity in the afternoon and early evening. This finding can help to personalize physical activity advice more adequately for these patients

    Telemonitoring of daily activity and symptom behavior in patients with COPD

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    Objectives. This study investigated the activity behavior of patients with COPD in detail compared to asymptomatic controls, and the relationship between subjective and objective activities (awareness), and readiness to change activity behavior. Methods. Thirty-nine patients with COPD (66.0 years; FEV(1)% predicted: 44.9%) and 21 healthy controls (57.0 years) participated. Objective daily activity was assessed by accelerometry and expressed as amount of activity in counts per minute (cpm). Patients' baseline subjective activity and stage of change were assessed prior to measurements. Results. Mean daily activity in COPD patients was significantly lower compared to the healthy controls (864 ± 277 cpm versus 1162 ± 282 cpm, P < 0.001). COPD patients showed a temporary decrease in objective activities in the early afternoon. Objective and subjective activities were significantly moderately related and most patients (55.3%) were in the maintenance phase of the stages of change. Conclusions. COPD patients show a distinctive activity decrease in the early afternoon. COPD patients are moderately aware of their daily activity but regard themselves as physically active. Therefore, future telemedicine interventions might consider creating awareness of an active lifestyle and provide feedback that aims to increase and balance activity levels

    The consistency of care for older patients with a hip fracture:are the results of the integrated orthogeriatric treatment model of the Centre of Geriatric Traumatology consistent 10 years after implementation?

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    Summary: In the past 10 years after implementation, the orthogeriatric treatment model led in general to consistent outcomes for 1555 older adults in terms of most of the complications and mortality. Surgery was more often delayed to 24–48 h after arrival at the hospital, while the length of hospital stay shortened. Introduction: Since 1 April 2008, patients aged ≥ 70 years presenting themselves with a hip fracture at Ziekenhuisgroep Twente (ZGT) have been treated according to the orthogeriatric treatment model. The aim of this study was to investigate if outcomes of the orthogeriatric treatment model are consistent over the first 10 years after implementation. Methods: Between 1 April 2008 and 31 December 2016, patients aged ≥ 70 years who were surgically treated at ZGT for a hip fracture were included and divided into three periods equally distributed in time. Patient characteristics, in-hospital logistics, complications, and mortality data were compared between the three periods. Results: A total of 1555 patients were included. There was a shift in the surgical treatment for the fractured neck of femur from dynamic hip screw/cannulated screws to hemiarthroplasty (p < 0.001). Surgery within 24 h after arrival to the hospital decreased (p < 0.001), while surgery within 48 h stayed the same (p = 0.085). Length of hospital stay significantly decreased over time (p < 0.001). Complication rates were consistent except for the number of postoperative anemia, delirium, and urinary tract infections. Mortality rates did not change over the years. Conclusions: The orthogeriatric treatment model leads in general to consistent outcomes concerning mortality and most of the complications, except for postoperative anemia, delirium, and urinary tract infections. Inconsistent complication rates were influenced by altered diagnosis and treatment protocols. Length of hospital stay reduced, while time to surgery was more often delayed to 24–48 h. Monitoring clinical outcomes of the orthogeriatric treatment model over time is recommended in order to optimize and maintain the quality of care for this frail patient population

    Realcare: recovery after lung resection: study design and preliminary results

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    Physical activity is considered beneficial for recovery of physical fitness, symptoms of fatigue and distress, and quality of life following lung resection. However, till now there is insufficient insight in the recovery and relevance of physical activity in this process as most studies so far rely on subjective information from questionnaires to capture level of physical activity.\ud Our results show that on average patients experience a complete recovery of health status at six months post surgery to pre-surgery levels. Next to that, higher levels of daily activity were associated with better health status. \ud Interestingly, part of NSCLC patients deploy below-average physical activity. \ud A next step would be to investigate whether ambulant monitoring of both symptoms and daily activity optimizes recovery of health status after lung resection

    Biosignal and context monitoring: Distributed multimedia applications of body area networks in healthcare

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    We are investigating the use of Body Area Networks (BANs), wearable sensors and wireless communications for measuring, processing, transmission, interpretation and display of biosignals. The goal is to provide telemonitoring and teletreatment services for patients. The remote health professional can view a multimedia display which includes graphical and numerical representation of patients’ biosignals. Addition of feedback-control enables teletreatment services; teletreatment can be delivered to the patient via multiple modalities including tactile, text, auditory and visual. We describe the health BAN and a generic mobile health service platform and two context aware applications. The epilepsy application illustrates processing and interpretation of multi-source, multimedia BAN data. The chronic pain application illustrates multi-modal feedback and treatment, with patients able to view their own biosignals on their handheld device
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