2012
DOI: 10.1126/scitranslmed.3004009
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Patient-Empowerment Interactive Technologies

Abstract: Health-promoting videogames are emerging as nonpharmacological tools to help patients manage their diseases.

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Cited by 21 publications
(20 citation statements)
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References 27 publications
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“…Before developing the prototype Empower Stars! mobile video game, significant and essential groundwork had been laid in the process of creating an exercise–empowerment coupled video game using a PlayStation format ( 21 , 36 , 37 , 40 ). The initial of concept of coupling physical exercise and mental empowerment as a video game intervention for children with cancer stemmed from several pivotal clinical observations: (1) the incredible determination and resilience of a child and their family members, when a child is diagnosed with and undergoes treatment for cancer, (2) the significant physical and emotional deconditioning that necessarily accompanies the months of pediatric cancer treatment involving surgery, radiation and chemotherapy, and its attendant adverse effects, and (3) the sense of empowerment exhibited by a child, whether young or older, when he or she overcomes a disease or treatment-related obstacle.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Before developing the prototype Empower Stars! mobile video game, significant and essential groundwork had been laid in the process of creating an exercise–empowerment coupled video game using a PlayStation format ( 21 , 36 , 37 , 40 ). The initial of concept of coupling physical exercise and mental empowerment as a video game intervention for children with cancer stemmed from several pivotal clinical observations: (1) the incredible determination and resilience of a child and their family members, when a child is diagnosed with and undergoes treatment for cancer, (2) the significant physical and emotional deconditioning that necessarily accompanies the months of pediatric cancer treatment involving surgery, radiation and chemotherapy, and its attendant adverse effects, and (3) the sense of empowerment exhibited by a child, whether young or older, when he or she overcomes a disease or treatment-related obstacle.…”
Section: Methodsmentioning
confidence: 99%
“…With these challenges and concepts in mind, we have been developing a video game technology that couples physical exercise with mental empowerment directed at simultaneous improvement of physical strength and endurance, and psychologic QOL of pediatric oncology patients ( 21 , 36 40 ). To this purpose, a unique multidisciplinary team comprised of university faculty and an innovative local youth media program created a cancer-specific activity-promoting mobile video game prototype called Empower Stars!…”
Section: Introductionmentioning
confidence: 99%
“…63 , 64 Patient- empowering videogames, such as the PE Game, offer a personalized support and improvement of disease self-management for patients of all ages with diverse chronic conditions. 65 …”
Section: Advances In Videogame Technology and Mobile Health Applicatimentioning
confidence: 99%
“…One such example is pediatric cancer, which is diagnosed in approximately 12,400 children and adolescents in the United States annually. The overall five-year survival rates for these patients have dramatically improved from an estimated 28% in the 1960's to over 75% currently [5]. When compared to sibling and peers, children diagnosed with cancer experience not only significant health issues but also mental challenges including fear of death, altered body image and sense of vitality, lifedisrupting pain, changes in social support, and repeated medical interventions [6].…”
Section: Figure 1 Playing Dance Dance Revolutionmentioning
confidence: 99%
“…There is no obvious corollary for children diagnosed with cancer, who often times experience frequent or prolonged hospitalizations. Between cancer and recovery from cardiac surgery, each year approximately 349,500 (USA 2011) kids aged 4-12 face these challenges Family members and health care providers oftentimes have limited means to distract, entertain, or motivate them to get active [5].…”
Section: Exercise As Empowermentmentioning
confidence: 99%