Games and Simulations for Diabetes Education (WCER Working Paper No
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Dia-BEAT-It: an Online Game for Children and Teenagers with Type 1 Diabetes Emily M
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by UNH Scholars' Repository University of New Hampshire University of New Hampshire Scholars' Repository Honors Theses and Capstones Student Scholarship Fall 2013 Dia-BEAT-it: An online game for children and teenagers with type 1 diabetes Emily M. Stone University of New Hampshire - Main Campus, [email protected] Follow this and additional works at: https://scholars.unh.edu/honors Part of the Endocrinology, Diabetes, and Metabolism Commons, Entrepreneurial and Small Business Operations Commons, Health Information Technology Commons, and the Marketing Commons Recommended Citation Stone, Emily M., "Dia-BEAT-it: An online game for children and teenagers with type 1 diabetes" (2013). Honors Theses and Capstones. 155. https://scholars.unh.edu/honors/155 This Senior Honors Thesis is brought to you for free and open access by the Student Scholarship at University of New Hampshire Scholars' Repository. It has been accepted for inclusion in Honors Theses and Capstones by an authorized administrator of University of New Hampshire Scholars' Repository. For more information, please contact [email protected]. Stone 1 Dia-BEAT-it: An online game for children and teenagers with type 1 diabetes Emily Stone Honors Thesis Advisor Professor Neil Niman Paul College of Business and Economics December 6, 2013 Stone 2 Table of Contents Introduction…………………………………………………………………………….. 3 Type 1 Diabetes….…………………………………………………………………….. 4 Initial Product Concept and Design……………………………………………………. 7 Secondary Research ..………………………………………………………………….. 8 Gamification Current Products Psychological Impact of Type 1 Diabetes Primary Research………………………………………………………………………. 14 Depth Interviews……………………………………………………………….. 14 Focus Group……………………………………………………………............ 20 Survey…………………………………………………………………………… 25 Final Product Design……………………………………………………………………. -
Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames
UC Berkeley UC Berkeley Electronic Theses and Dissertations Title Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames Permalink https://escholarship.org/uc/item/5pg3z8fg Author Chien, Irene Y. Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Linda Williams, Chair Professor Kristen Whissel Professor Greg Niemeyer Professor Abigail De Kosnik Spring 2015 Abstract Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien Doctor of Philosophy in Film and Media Designated Emphasis in New Media University of California, Berkeley Professor Linda Williams, Chair Programmed Moves examines the intertwined history and transnational circulation of two major videogame genres, martial arts fighting games and rhythm dancing games. Fighting and dancing games both emerge from Asia, and they both foreground the body. They strip down bodily movement into elemental actions like stepping, kicking, leaping, and tapping, and make these the form and content of the game. I argue that fighting and dancing games point to a key dynamic in videogame play: the programming of the body into the algorithmic logic of the game, a logic that increasingly organizes the informatic structure of everyday work and leisure in a globally interconnected information economy. -
Investigating the Potential of Interactive Media to Encourage Engagement with Type 1 Diabetes Management
Proceedings of the Seventh Australasian Workshop on Health Informatics and Knowledge Management (HIKM 2014), Auckland, New Zealand Investigating the potential of Interactive Media to Encourage Engagement with Type 1 Diabetes Management ALEXANDER S. BORSBOOM1 1 Department of Software Engineering The University of Auckland, Private Bag 92019, Auckland, New Zealand, Email: [email protected] Abstract (Hiss 1996). Unfortunately, Diabetes is very com- mon and thus the large number of sufferers to whom The effective management of type 1 diabetes is very assistance must be provided directly impacts the vi- challenging for a number of people. Improving the ability of many proposed diabetes treatment plans. management skills of those suffering with the disease One solution which remains unhindered by the vol- is even more so due to the sheer number of Type 1 di- ume of diabetes patients is video games. A video abetes sufferers. We believe that a serious video game game can be replicated many times and thus is suit- which targets diabetes education has the potential to able for distribution amongst large numbers of peo- significantly improve the management of Type 1 Di- ple. Video games can also be designed in such a way abetes. In light of this we have developed a series of that they are able to dynamically reconstruct content game mechanics which are able to represent Type 1 in response to a number of user specified properties, Diabetes management in a video game. We have de- thus allowing the gameplay experience to change to veloped a prototype video game to demonstrate the represent the circumstances and specific issues facing effectiveness of these game mechanics, and we have a player (Booth 2009). -
Game Based Learning As a Promoter for Positive Health Behaviours in Young People Andrew Sean Wilson School of Computing, Telecommunications and Networks
Game Based Learning as a Promoter for Positive Health Behaviours in Young People Andrew Sean Wilson School of Computing, Telecommunications and Networks. Faculty of Technology, Engineering and the Environment. Birmingham City University, Millennium Point, Curzon Street, Birmingham. B4 7XG. UK. EXECUTIVE SUMMARY Maintaining the healthcare of young people living with long term medical conditions is dependent upon them acquiring a range of self-care skills. Encouraging them to attain these as well as assessing their competency in them beyond the healthcare setting is challenging. The development of educational computer games like Health Heroes, Re-Mission and Sparx have been shown to successfully improve self-care, communication and adherence to medicines in young patients. Therefore this medium might be an alternative means for delivery of healthcare information. In this chapter we propose that by encapsulating healthcare processes in game based learning (GBL) either by computer games or by applying the principles of gamification a more fun; structured and objective process would be created and one in which young people can relate to. The framework we suggest will provide doctors with an insight into how GBL could be used positively in a healthcare setting as well as provide a basis for application to other disciplines where knowledge and skills acquisition can be challenging. BACKGROUND Many people are now expected to live longer than in previous generations. With this increase in life expectancy the incidence of age-associated long term illness is also predicted to rise (WHO, 2013). Nearly 133 million Americans (Bodenheimer, Chen, & Bennett, 2009) and 15 million United Kingdom (UK) citizens (DoH, 2011) live with a long term medical condition. -
Download 80 PLUS 4983 Horizontal Game List
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(12) United States Patent (10) Patent No.: US 7.624,028 B1 Brown (45) Date of Patent: Nov
USOO7624028B1 (12) United States Patent (10) Patent No.: US 7.624,028 B1 BrOWn (45) Date of Patent: Nov. 24, 2009 (54) REMOTE HEALTH MONITORING AND FOREIGN PATENT DOCUMENTS MAINTENANCE SYSTEM EP O251520 1, 1988 (75) Inventor: Stephen J. Brown, Woodside, CA (US) (Continued) (73)73) AssigneeAssi : Healths CA Hero S. Network, etWork, Inc..Inc., KedWooRedwood OTHER PUBLICATIONS (*) Notice: Subject to any disclaimer, the term of this Nicola Fumai. A database for an intensive care unit patient data atent is extended or adiused under 35 management system, 1992, McGill University (Canada), 115 pages.* p Raya Systems Pioneers Healthy Video Games, PlayRight, Nov. 1993 U.S.C. 154(b) by 0 days. (pp. 14-15). (21) Appl. No.: 09/422,046 (Continued) (22) Filed: Oct. 20, 1999 Primary Examiner Robert W. Morgan Related U.S. Application Data (74) Attorney, Agent, or Firm—Christopher P. Maiorana, PC (63) Continuation of application No. 09/271,217, filed on (57) ABSTRACT Mar. 17, 1999, now Pat. No. 6,168,563, which is a continuation-in-part of application No. 08/946,341. A system and method is described that enables a health care filed on Oct. 7, 1997, OW Pat No. 5,997.476, which is provider to monitor and manage a health condition of a a continuation-in-part of application No. 08/847,009, patient. The system includes a health care provider apparatus filed on Apr. 19, 1997, now Pat. No. 5,897,493, which operated by a health care provider and a remotely program is a continuation-in-part of application No. -
Video Games Vs. Diabetes
Project Number: RL1-P509 Video Games vs. Diabetes Using video games as an aid to self-care An Interactive Qualifying Project Report submitted to the faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science by: Jared Hays Date: March 12, 2011 Professor Robert W. Lindeman, Advisor Abstract for Video Games vs. Diabetes: Using video games as an aid to self-care by Jared Hays Glymetrix, Inc., is a company which makes and hosts internet browser-based games designed for players who have diabetes mellitus. In an attempt to analyze these games, research on healthcare, video game design, and behavior change was compiled to create a list of design principles for video games aimed at helping players improve their long-term self-care habits, with specific attention to diabetes patients. Other games designed for players with diabetes are also examined, to refine the design principles based on previous attempts and the studies which accompanied them. These principles are applied to the two games made by Glymetrix in order to highlight their specific strengths and points for possible improvement. Additionally, players’ play habits are analyzed to find any patterns which could be informative for Glymetrix and possibly aid in encouraging players to play more. ii Table of Contents Abstract ......................................................................................................................................................... ii Table of Contents ........................................................................................................................................ -
Full Arcade List OVER 2700 ARCADE CLASSICS 1
Full Arcade List OVER 2700 ARCADE CLASSICS 1. 005 54. Air Inferno 111. Arm Wrestling 2. 1 on 1 Government 55. Air Rescue 112. Armed Formation 3. 1000 Miglia: Great 1000 Miles 56. Airwolf 113. Armed Police Batrider Rally 57. Ajax 114. Armor Attack 4. 10-Yard Fight 58. Aladdin 115. Armored Car 5. 18 Holes Pro Golf 59. Alcon/SlaP Fight 116. Armored Warriors 6. 1941: Counter Attack 60. Alex Kidd: The Lost Stars 117. Art of Fighting / Ryuuko no 7. 1942 61. Ali Baba and 40 Thieves Ken 8. 1943 Kai: Midway Kaisen 62. Alien Arena 118. Art of Fighting 2 / Ryuuko no 9. 1943: The Battle of Midway 63. Alien Challenge Ken 2 10. 1944: The LooP Master 64. Alien Crush 119. Art of Fighting 3 - The Path of 11. 1945k III 65. Alien Invaders the Warrior / Art of Fighting - 12. 19XX: The War Against Destiny 66. Alien Sector Ryuuko no Ken Gaiden 13. 2 On 2 OPen Ice Challenge 67. Alien Storm 120. Ashura Blaster 14. 2020 SuPer Baseball 68. Alien Syndrome 121. ASO - Armored Scrum Object 15. 280-ZZZAP 69. Alien vs. Predator 122. Assault 16. 3 Count Bout / Fire SuPlex 70. Alien3: The Gun 123. Asterix 17. 30 Test 71. Aliens 124. Asteroids 18. 3-D Bowling 72. All American Football 125. Asteroids Deluxe 19. 4 En Raya 73. Alley Master 126. Astra SuPerStars 20. 4 Fun in 1 74. Alligator Hunt 127. Astro Blaster 21. 4-D Warriors 75. AlPha Fighter / Head On 128. Astro Chase 22. 64th. Street - A Detective Story 76. -
University of California Santa Cruz
UNIVERSITY OF CALIFORNIA SANTA CRUZ Buddytale An Exploration of Virtual Pets and Our Relationships to Them A thesis paper submitted in partial satisfaction of the requirements for the degree of MASTER OF FINE ARTS in DIGITAL ARTS AND NEW MEDIA By Evie Chang December 2020 This Thesis of Evie Chang is approved by: ____________________________________________________ Assistant Professor Elizabeth Swensen, Chair ____________________________________________________ Professor Robin Hunicke ____________________________________________________ Assistant Professor Susana Ruiz ___________________________ Quentin Williams Acting Vice Provost and Dean of Graduate Studies TABLE OF CONTENTS Table of Contents………………………………………………………….…………..…..…..... iii List of Figures………………………………………………………………….…….………..….. iv Abstract………………………………………………………………………….............................. v Dedication………………………………………………………………………............................ vi Acknowledgement……………………………………………………………………….……… vii Buddytale: What and Why………………………………………………….………………….. 1 Prototype Reflection……………………………………………………………….………….….. 7 Prior Art: Games I thought About a Lot …………………………………….……….…... 13 Old School Virtual Pets: From Tamagotchi to Nintendogs, and More …........ 18 [Virtual] Pet Cemetery: Mortality in a Digital Context…………………………...… 29 Disposability and Authenticity in Simulated Relationships ……………….…… 36 Conclusion……………………………………………………………………………………….…… 39 Bibliography………………………….……………………………………………………………….40 iii LIST OF FIGURES Figure 1: “Players can choose between three buddies…” -
A Survey Study on Personality Traits and Motivational Affordances
!"#$%&'()*+,*'#-"*"./0'1)2)3'*)%&4/5/67#8"+/6*7.+/%&/ !"#$%&'()*+/9#')*$/'&./:%*)8'*)%&'(/522%#.'&3"$/ Yuan Jia1, Bin Xu2, Yamini Karanam1, Stephen Voida3 1School of Informatics and Computing 2Information Science 3Dept. of Information Science Indiana University–Indianapolis (IUPUI) Cornell University University of Colorado Boulder Indianapolis, IN 46202 USA Ithaca, NY 14853 USA Boulder, CO 80309 USA {jiayuan,ykaranam}@iupui.edu [email protected] [email protected] 5;69<5=9/ education, commerce, health, intra-organizational systems, While motivational affordances are widely used to enhance innovation, data gathering, and sustainable consumption [3, user engagement in “gamified” apps, they are often 5, 22, 47]. employed en masse. Prior research offers little guidance about how individuals with different dispositions may Gamification employs the use of interface affordances to react—positively and negatively—to specific affordances. In motivate users to engage in the systems with “gameful” this paper, we present a survey study investigating the experiences [9, 11]. These specific affordances are often relationships among individuals’ personality traits and referred to as motivational affordances. The most common perceived preferences for various motivational affordances motivational affordances used in gamification are Points, used in gamification. Our results show that extraverts tend to Badges, and Leaderboards [1, 5, 38]. Other affordances be motivated by Points, Levels, and Leaderboards; people found in academic studies and commercial -
PSP™ (Playstation®Portable) Software Line-Up in Japan
PSP™ (PlayStation®Portable) Software Line-up in Japan As of September 24th, 2004 (in alphabetic order of publishers) Publisher Title Name Genre AQUAPLUS CO.,LTD Visual Novel Series Adventure (Working Title) ARIKA CO.,LTD. TECHNICCUTE (Working Title) Rhythm Action ARIKA CO.,LTD. TGM-K (Working Title) Puzzle ATARI JAPAN TBD Action Adventure ATARI JAPAN TBD Driving Action ATARI JAPAN TBD Race Game ATLUS CO.,LTD. EX JINSEIGAME (Working Title) Boardgame ATLUS CO.,LTD. PERSONA (Working Title) Role Playing Game PRINCESS CROWN Action Role Playing ATLUS CO.,LTD (Working Title) Game ATLUS CO.,LTD. TOUGE MAX (Working Title) Racegame DRAGONBALL Z BANDAI CO.,LTD TBD (Working Title) BANDAI CO.,LTD Fafner (Working title) ACT BANDAI CO.,LTD LUMINES TBD MOBILE SUIT GUNDAM BANDAI CO.,LTD TBD (Working Title) BANDAI CO.,LTD NARUTO (Working Title) TBD BANDAI CO.,LTD ONEPIECE (Working Title) TBD BANDAI CO.,LTD PATLABOR (Working Title) Minipato The legend of heroes BANDAI CO.,LTD Role Playing Game Gagharvtrilogy White Witch SUPER ROBOT WARS BANPRESTO CO.,LTD. TBD (Working Title) CAPCOM Devil May Cry Series Action VAMPIRE CHRONICLE CAPCOM Fighting The Chaos Tower CAPCOM ViewtifulJoe series Action CyberFront Corporation KOLLON Puzzle Action D3PUBLISHER INC. Action Puzzle (Working Title) Puzzle Game DORASU Corporation DoraSlot Super Hanahana-30 Pachi-Slot Simulation DoraSlot2 Shuyaku Wa DORASU Corporation Pachi-Slot Simulation ZENIGATA Need for Speed Underground Electronic Arts K. K. Race Rivals (Working Title) Tiger Woods PGA Tour Electronic Arts K. K. Golf (Working Title) 1/4 ARMORED CORE FORMULA Mech Customizing FromSoftware, Inc. FRONT Simulation FromSoftware, Inc. King's Field (Working Title) Role Playing Game New Adventure Game FromSoftware, Inc. -
(12) United States Patent (10) Patent No.: US 7,761,312 B2 Brown (45) Date of Patent: *Jul
USOO7761312B2 (12) United States Patent (10) Patent No.: US 7,761,312 B2 BrOWn (45) Date of Patent: *Jul. 20, 2010 (54) REMOTE HEALTH MONITORING AND (58) Field of Classification Search ................. 600/300; MAINTENANCE SYSTEM 128/900 (75)75 Inventor: sphen James Brown, Woodside, CA (56) See applicationReferences file for complete Cited search history. (73) Assignee: Health Hero Network, Inc., Palo Alto, U.S. PATENT DOCUMENTS CA (US) 3,426,150 A 2/1969 Tygart (*) Notice: Subject to any disclaimer, the term of this (Continued) patent is extended or adjusted under 35 FOREIGN PATENT DOCUMENTS U.S.C. 154(b) by 0 days. EP O251520 1, 1988 This patent is Subject to a terminal dis- (Continued) claimer. OTHER PUBLICATIONS (21) Appl. No.: 11/396.558 +5 V Powered Isolated RS-232 Drivers/Receivers Maxim Integrated Products. (22) Filed: Apr. 4, 2006 (Continued) 65 Prior Publication D Primary Examiner Gerald J. O’Connor (65) rior Publication Data Assistant Examiner—Linh-Giang Michelle Le US 2006/O1789 14 A1 Aug. 10, 2006 (74) Attorney, Agent, or Firm—Christopher P. Maiorana, PC Related U.S. Application Data (57) ABSTRACT A system and method is described that enables a health care (60) Division of application No. 09/422,046, filed on Oct. provider to monitor and manage a health condition of a 20, 1999, now Pat. No. 7,624,028, which is a continu patient. The system includes a health care provider apparatus ation of application No. 09/271,217, filed on Mar. 17, operated by a health care provider and a remotely program 1999, now Pat.