4.3 Review

Artificial Intelligence-Driven Serious Games in Health Care: Scoping Review

Related references

Note: Only part of the references are listed.
Review Endocrinology & Metabolism

Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review

Jannie Norlev et al.

Summary: Serious games are a popular approach to teaching self-management to children with Type 1 diabetes (T1D). This scoping review identified 7 game mechanisms used in serious games, including narrative contexts, feedback, avatars, simulations, goals, levels, and social interactions. The most effective combination of game mechanisms has yet to be determined.

JOURNAL OF DIABETES SCIENCE AND TECHNOLOGY (2022)

Review Biochemistry & Molecular Biology

AI in health and medicine

Pranav Rajpurkar et al.

Summary: This Review discusses the potential of AI to reshape medicine and make healthcare more accurate, efficient, and accessible. It covers recent progress in medical AI, including advances in medical image analysis, non-image data sources, and human-AI collaboration. The article also addresses technical and ethical challenges, such as data scarcity and racial bias.

NATURE MEDICINE (2022)

Review Health Care Sciences & Services

The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis

Alaa Abd-alrazaq et al.

Summary: This study assessed the effectiveness of serious games in alleviating anxiety by summarizing previous studies. The results showed that exergames can be as effective as conventional exercises, computerized cognitive behavioral therapy games and exergames can be more effective than no intervention, and biofeedback games can be more effective than conventional video games.

JMIR SERIOUS GAMES (2022)

Review Health Care Sciences & Services

The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis

Alaa Abd-Alrazaq et al.

Summary: Serious games show potential in alleviating depression, but more robust evidence is needed to draw definitive conclusions regarding their effectiveness.

JMIR SERIOUS GAMES (2022)

Review Health Care Sciences & Services

The Effectiveness and Safety of Serious Games for Improving Cognitive Abilities Among Elderly People With Cognitive Impairment: Systematic Review and Meta-Analysis

Alaa Abd-alrazaq et al.

Summary: Serious games and specifically cognitive training games may have the potential to improve global cognition among elderly people with cognitive impairment. However, the quality of evidence remains inconclusive and further studies are needed.

JMIR SERIOUS GAMES (2022)

Article Chemistry, Analytical

A Multimodal Approach for Real Time Recognition of Engagement towards Adaptive Serious Games for Health

Konstantinos Mitsis et al.

Summary: This article presents an unobtrusive and affordable sensor-based multimodal approach for real-time recognition of engagement in serious games for health. The feasibility of this approach was investigated through an experimental process, and the results show that it is effective in recognizing engagement, thus promoting the development of serious games for health.

SENSORS (2022)

Article Health Care Sciences & Services

Using Distance Communication for the User-Centered Development of a Smartphone-Based Serious Game for Children With Type 1 Diabetes: Participatory Design Approach

Jannie Norlev et al.

Summary: This study developed a user-centered smartphone-based serious game prototype for teaching self-management focused on carbohydrate intake in children aged 8-14 years with T1D. Data collection was done through distance communication. The game prototype was well-received and perceived as a useful and engaging tool for learning by the children and their parents.

JMIR SERIOUS GAMES (2022)

Review Health Care Sciences & Services

The Effectiveness of Serious Games in Improving Memory Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis

Alaa Abd-Alrazaq et al.

Summary: The study evaluated the effectiveness of serious games in improving memory in older adults with cognitive impairment, finding that serious games were more effective in improving nonverbal memory and working memory compared to no intervention or conventional exercises, but not in verbal memory. Additionally, serious games were more effective in improving verbal memory compared to conventional exercises, and showed similar effectiveness in improving memory when compared to conventional cognitive activities.

JMIR SERIOUS GAMES (2022)

Review Health Care Sciences & Services

Effectiveness of Serious Games for Improving Executive Functions Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis

Alaa Abd-Alrazaq et al.

Summary: This study investigates the effectiveness of serious games in improving executive functions among older adults with cognitive impairment. The results suggest that serious games are not more effective than no or passive interventions at improving executive functions, but conventional exercises are more effective than serious games.

JMIR SERIOUS GAMES (2022)

Review Health Care Sciences & Services

The Effectiveness of Serious Games on Cognitive Processing Speed Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis

Alaa Abd-Alrazaq et al.

Summary: This systematic review found that serious games do not have a significant impact on the cognitive processing speed of older adults with cognitive impairment. However, the findings are inconclusive due to the low quality of evidence, small sample sizes, and limited number of studies included. Therefore, serious games should be offered as an adjunct or alternative to existing interventions until more robust evidence is published.

JMIR SERIOUS GAMES (2022)

Article Health Care Sciences & Services

Development and Validation of a Mobile Game for Culturally Sensitive Child Sexual Abuse Prevention Education in Tanzania: Mixed Methods Study

Maria Proches Malamsha et al.

Summary: This study aimed to develop a socioculturally appropriate, mobile-based game for educating young children (<5 years) and parents and caretakers in Tanzania on sexual abuse prevention. Through co-designing the HappyToto children's game with parents, caretakers, and experts, various aspects such as topics, sociocultural practices, social environment, and game interface designs were considered to enhance knowledge and skills in child sexual abuse prevention education for parents and children.

JMIR SERIOUS GAMES (2021)

Article Chemistry, Analytical

Detecting Attention Levels in ADHD Children with a Video Game and the Measurement of Brain Activity with a Single-Channel BCI Headset

Almudena Serrano-Barroso et al.

Summary: Attentional biomarkers in ADHD can be challenging to detect with only behavioral testing. This study used a low-cost EEG system and the GokEvolution application to measure attention, showing its potential for early detection of attentional issues in children, particularly in the ADHD group.

SENSORS (2021)

Article Computer Science, Artificial Intelligence

Assessment of Machine Learning Models for Classification of Movement Patterns During a Weight-Shifting Exergame

Elise Klaebo Vonstad et al.

Summary: This study investigated the accuracy of machine learning/deep learning models in classifying correct repetitions in weight-shifting exergaming. The results showed that MLP and RF achieved the highest recall and F1-score when using combined data.

IEEE TRANSACTIONS ON HUMAN-MACHINE SYSTEMS (2021)

Review Health Care Sciences & Services

Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review

Catarina Vieira et al.

Summary: This study evaluated the relationship between the characteristics of serious games and clinical outcomes in rehabilitation therapy, finding that custom-made casual games tend to achieve the best results and outperform commercial off-the-shelf games in terms of positive clinical outcomes.

JMIR SERIOUS GAMES (2021)

Proceedings Paper Education, Scientific Disciplines

Applying machine learning to a virtual serious game for neuropsychological assessment.

Javier Marin-Morales et al.

Summary: Traditional paper-and-pencil tests in neuropsychological assessment have limitations, while serious games may offer a more effective alternative. This study found that machine learning can enhance predictive validity when applying serious games for neuropsychological evaluation, achieving high accuracies and consistency in cognitive activities.

PROCEEDINGS OF THE 2021 IEEE GLOBAL ENGINEERING EDUCATION CONFERENCE (EDUCON) (2021)

Article Rehabilitation

Assistive game controller for artificial intelligence-enhanced telerehabilitation post-stroke

Grigore Burdea et al.

Summary: Off-the-shelf gaming technology typically caters to young, healthy individuals with intact motor skills, but artificial intelligence is playing a crucial role in adapting controllers and therapeutic games for the disabled. The BrightBrainer(TM) Grasp (BBG) is a novel therapeutic game controller specifically designed for arm and hand impairments post-stroke, utilizing AI technology for automatic adaptation and tracking of outcomes. This controller integrates with therapeutic games to provide intensive training and shows promising results in usability studies.

ASSISTIVE TECHNOLOGY (2021)

Article Engineering, Biomedical

A Classification and Calibration Procedure for Gesture Specific Home-Based Therapy Exercise in Young People With Cerebral Palsy

Alexander Macintosh et al.

Summary: Movement-based video games can offer engaging practice for youth with cerebral palsy, and home-based gesture calibration and classification are important for personalized therapy. This study demonstrates the effectiveness of using electromyography and inertial sensors to detect therapeutic hand gestures, with features sensitive to signs of CP contributing significantly to classification. The results show promising outcomes in improving manual ability and increasing practice time for youth with cerebral palsy.

IEEE TRANSACTIONS ON NEURAL SYSTEMS AND REHABILITATION ENGINEERING (2021)

Review Education & Educational Research

Gamification of health professions education: a systematic review

A. E. J. van Gaalen et al.

Summary: Gamification, using game attributes in non-gaming contexts, is increasingly employed in health professions education to optimize learning outcomes. Studies show that combining assessment attributes with conflict/challenge attributes in gamification can enhance use of learning material and improve learning outcomes.

ADVANCES IN HEALTH SCIENCES EDUCATION (2021)

Review Health Policy & Services

Serious Games, Gamification, and Serious Mental Illness: A Scoping Review

Martin Fitzgerald et al.

PSYCHIATRIC SERVICES (2020)

Review Health Care Sciences & Services

Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review

Nahid Sharifzadeh et al.

JMIR SERIOUS GAMES (2020)

Article Radiology, Nuclear Medicine & Medical Imaging

Artificial intelligence from A to Z: From neural network to legal framework

Marly van Assen et al.

EUROPEAN JOURNAL OF RADIOLOGY (2020)

Review Health Care Sciences & Services

Artificial Intelligence in the Fight Against COVID-19: Scoping Review

Alaa Abd-Alrazaq et al.

JOURNAL OF MEDICAL INTERNET RESEARCH (2020)

Article Multidisciplinary Sciences

The use of commercial computerised cognitive games in older adults: a meta-analysis

Bruno Bonnechere et al.

SCIENTIFIC REPORTS (2020)

Review Health Care Sciences & Services

The Effectiveness of Virtual Reality in Managing Acute Pain and Anxiety for Medical Inpatients: Systematic Review

Vinayak Smith et al.

JOURNAL OF MEDICAL INTERNET RESEARCH (2020)

Article Psychology, Clinical

Self-regulation Strategies and Heart Rate Biofeedback Training

Olga Jafarova et al.

APPLIED PSYCHOPHYSIOLOGY AND BIOFEEDBACK (2020)

Review Medicine, General & Internal

Machine Learning in Medicine

Alvin Rajkomar et al.

NEW ENGLAND JOURNAL OF MEDICINE (2019)

Review Health Care Sciences & Services

Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights

Sarah Verschueren et al.

JMIR SERIOUS GAMES (2019)

Article Computer Science, Interdisciplinary Applications

An interactive and low-cost full body rehabilitation framework based on 3D immersive serious games

Danilo Avola et al.

JOURNAL OF BIOMEDICAL INFORMATICS (2019)

Article Health Policy & Services

Development of a Classifier to Determine Factors Causing Cybersickness in Virtual Reality Environments

Augusto Garcia-Agundez et al.

GAMES FOR HEALTH JOURNAL (2019)

Article Computer Science, Information Systems

Fusion of Artificial Intelligence in Neuro-Rehabilitation Video Games

Shabnam Sadeghi Esfahlani et al.

IEEE ACCESS (2019)

Article Psychology, Multidisciplinary

Lessons learned applying learning analytics to assess serious games

Cristina Alonso-Fernandez et al.

COMPUTERS IN HUMAN BEHAVIOR (2019)

Article Health Care Sciences & Services

User Experience of Cognitive Behavioral Therapy Apps for Depression: An Analysis of App Functionality and User Reviews

Katarzyna Stawarz et al.

JOURNAL OF MEDICAL INTERNET RESEARCH (2018)

Article Health Care Sciences & Services

Fuzzy logic-based mobile computing system for hand rehabilitation after neurological injury

Yu-Hsien Chiu et al.

TECHNOLOGY AND HEALTH CARE (2018)

Article Medicine, General & Internal

PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation

Andrea C. Tricco et al.

ANNALS OF INTERNAL MEDICINE (2018)

Article Computer Science, Information Systems

Learning to Detect Cognitive Impairment through Digital Games and Machine Learning Techniques: A Preliminary Study

Sonia Valladares-Rodriguez et al.

METHODS OF INFORMATION IN MEDICINE (2018)

Article Multidisciplinary Sciences

EXPANSE: A novel narrative serious game for the behavioral assessment of cognitive abilities

Irene Alice Chicchi Giglioli et al.

PLOS ONE (2018)

Article Chemistry, Analytical

Ambient Intelligence Environment for Home Cognitive Telerehabilitation

Miguel Oliver et al.

SENSORS (2018)

Proceedings Paper Computer Science, Information Systems

HP2: Using Machine Learning Model to Play Serious Game with IMU Smart Suit

Heng-Yi Chen et al.

17TH INTERNATIONAL CONFERENCE ON MOBILE AND UBIQUITOUS MULTIMEDIA (MUM 2018) (2018)

Article Psychology, Multidisciplinary

Recommendations for the Use of Serious Games in Neurodegenerative Disorders: 2016 Delphi Panel

Valeria Manera et al.

FRONTIERS IN PSYCHOLOGY (2017)

Article Computer Science, Interdisciplinary Applications

Serious Games for Early Identification of Developmental Dyslexia

Ombretta Gaggi et al.

COMPUTERS IN ENTERTAINMENT (2017)

Article Neurosciences

Neural Plastic Effects of Cognitive Training on Aging Brain

Natalie T. Y. Leung et al.

NEURAL PLASTICITY (2015)

Proceedings Paper Computer Science, Information Systems

Go Run Go: An Android Game-Story Application for Aiding Motivation to Exercise

Chiraphruet Mansart et al.

2015 IEEE INTERNATIONAL SYMPOSIUM ON MULTIMEDIA (ISM) (2015)

Article Computer Science, Interdisciplinary Applications

Machine learning-based assessment tool for imbalance and vestibular dysfunction with virtual reality rehabilitation system

Shih-Ching Yeh et al.

COMPUTER METHODS AND PROGRAMS IN BIOMEDICINE (2014)

Article Computer Science, Information Systems

Designing a Robust Activity Recognition Framework for Health and Exergaming Using Wearable Sensors

Nabil Alshurafa et al.

IEEE JOURNAL OF BIOMEDICAL AND HEALTH INFORMATICS (2014)

Article Computer Science, Cybernetics

Serious games for health

Voravika Wattanasoontorn et al.

ENTERTAINMENT COMPUTING (2013)

Article Health Policy & Services

A Machine Learning-Based Analysis of Game Data for Attention Deficit Hyperactivity Disorder Assessment

Monika D. Heller et al.

GAMES FOR HEALTH JOURNAL (2013)

Review Geriatrics & Gerontology

Serious games in prevention and rehabilitation-a new panacea for elderly people?

Josef Wiemeyer et al.

EUROPEAN REVIEW OF AGING AND PHYSICAL ACTIVITY (2012)