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The role of serious games in the iManageCancer project
Within the iManageCancer project, two serious games were developed, one for adults and one for children and adolescents. The adult’s game was developed by the University of Bedfordshire (UK), the kid’s game by Promotion Software GmbH (Germany). The aim was to support adult and young cancer patients...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Cancer Intelligence
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6057654/ https://www.ncbi.nlm.nih.gov/pubmed/30079112 http://dx.doi.org/10.3332/ecancer.2018.850 |
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author | Hoffmann, Stefan Wilson, Stephen |
author_facet | Hoffmann, Stefan Wilson, Stephen |
author_sort | Hoffmann, Stefan |
collection | PubMed |
description | Within the iManageCancer project, two serious games were developed, one for adults and one for children and adolescents. The adult’s game was developed by the University of Bedfordshire (UK), the kid’s game by Promotion Software GmbH (Germany). The aim was to support adult and young cancer patients with serious games to manage the impact of the disease on their psychological status, such as negative emotions, anxiety or depression, and motivate them to stay positive and to participate in social life [Patterson and Garwick (1994) Ann Behav Med 16 131–142; Brennan et al. (2002) J Consul Clin Psychol 70 1075–1085; Robinson et al. (2007) J Pediatr Psychol 32 400–410]. Early demonstrators showed how important it is that players understand the meaning behind the game design. Improvements in the design of the games addressed that issue. Also, technical and use case issues were found that had a significant impact on the outcome. Both games interact with the iManageCancer platform, record game results and make them available for research. Two pilots are on the way and another evaluation cycle will follow. |
format | Online Article Text |
id | pubmed-6057654 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Cancer Intelligence |
record_format | MEDLINE/PubMed |
spelling | pubmed-60576542018-08-03 The role of serious games in the iManageCancer project Hoffmann, Stefan Wilson, Stephen Ecancermedicalscience Short Communication Within the iManageCancer project, two serious games were developed, one for adults and one for children and adolescents. The adult’s game was developed by the University of Bedfordshire (UK), the kid’s game by Promotion Software GmbH (Germany). The aim was to support adult and young cancer patients with serious games to manage the impact of the disease on their psychological status, such as negative emotions, anxiety or depression, and motivate them to stay positive and to participate in social life [Patterson and Garwick (1994) Ann Behav Med 16 131–142; Brennan et al. (2002) J Consul Clin Psychol 70 1075–1085; Robinson et al. (2007) J Pediatr Psychol 32 400–410]. Early demonstrators showed how important it is that players understand the meaning behind the game design. Improvements in the design of the games addressed that issue. Also, technical and use case issues were found that had a significant impact on the outcome. Both games interact with the iManageCancer platform, record game results and make them available for research. Two pilots are on the way and another evaluation cycle will follow. Cancer Intelligence 2018-07-11 /pmc/articles/PMC6057654/ /pubmed/30079112 http://dx.doi.org/10.3332/ecancer.2018.850 Text en © the authors; licensee ecancermedicalscience. http://creativecommons.org/licenses/by/3.0 This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Short Communication Hoffmann, Stefan Wilson, Stephen The role of serious games in the iManageCancer project |
title | The role of serious games in the iManageCancer project |
title_full | The role of serious games in the iManageCancer project |
title_fullStr | The role of serious games in the iManageCancer project |
title_full_unstemmed | The role of serious games in the iManageCancer project |
title_short | The role of serious games in the iManageCancer project |
title_sort | role of serious games in the imanagecancer project |
topic | Short Communication |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6057654/ https://www.ncbi.nlm.nih.gov/pubmed/30079112 http://dx.doi.org/10.3332/ecancer.2018.850 |
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