2021
DOI: 10.37047/jos.2020-78809
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Gamification as a Solution for Cancer-Induced Cognitive Impairment

Abstract: The overall survival rate for all cancers has increased over the past decades. 1 This has, in turn, substantially increased the amount of effort required to address the side effects of cancer therapies. Healthcare professionals should proactively adopt strategies to improve the quality of life of cancer survivors and maximize their reintegration into the community and daily work routine after recovery from cancer. A significant challenge that might decelerate or prevent the social rehabilitation of cancer surv… Show more

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Cited by 2 publications
(8 citation statements)
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References 26 publications
(32 reference statements)
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“…A literature review on AVGs in older patients with chronic diseases mentioned that AVGs helped to improve executive functions such as naming, memory, and sense of direction [42]. One neurocognitive learning application was also effective in improving the speed and accuracy of information processing in survivors of cancer with chemotherapy-related cognitive impairment, and the effects could be sustained for some time (at the end of intervention: the average score of perceived cognitive impairment was −7.47, 95% CI −10.80 to −4.13; P<.001 and 6 months later: the average score was −6.48, 95% CI −9.85 to −3.11; P=.001) [45]. In terms of improving attention and perception, gamification design combined with VR could provide users with an immersive experience with the first-person perspective of game characters [19,49].…”
Section: Cognitive Function Promotionmentioning
confidence: 98%
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“…A literature review on AVGs in older patients with chronic diseases mentioned that AVGs helped to improve executive functions such as naming, memory, and sense of direction [42]. One neurocognitive learning application was also effective in improving the speed and accuracy of information processing in survivors of cancer with chemotherapy-related cognitive impairment, and the effects could be sustained for some time (at the end of intervention: the average score of perceived cognitive impairment was −7.47, 95% CI −10.80 to −4.13; P<.001 and 6 months later: the average score was −6.48, 95% CI −9.85 to −3.11; P=.001) [45]. In terms of improving attention and perception, gamification design combined with VR could provide users with an immersive experience with the first-person perspective of game characters [19,49].…”
Section: Cognitive Function Promotionmentioning
confidence: 98%
“…In this review, some studies (31/70, 44%) indicated that relevant theories or concepts guided their gamification practices in the self-management of patients with chronic diseases. A total of 37 concepts or theoretical frameworks were mentioned in the included articles, most of which originated from psychology and cross-disciplinarity (n=33, 89%), such as self-determination theory [38,40,[42][43][44], flow theory [33,[45][46][47][48][49], social cognition theory [27,[50][51][52], goal-setting theory [34,43], information-motivation-behavioral technology model of behavior change [32,43], intrinsic motivation [16,53], self-efficacy [17,45], persuasion system design model [54], inhibitory control [55,56], patient-reported outcome [32], co-design approach, and participatory design [57].…”
Section: Theoretical Supportmentioning
confidence: 99%
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