2017
DOI: 10.4103/jehp.jehp_146_14
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Digital games as an effective approach for cancer management: Opportunities and challenges

Abstract: OBJECTIVE:Cancer is one of the most preventable and common chronic diseases that have economic, social and psychological burden for patients, families, and the society. Cancer can be monitored by new information technology. Digital games as a uniquely powerful interaction tool support optimal care management program operation in all dimensions. The aim of this review article is to describe opportunities and challenges of this new modern technology on the delivery of cancer care services in cancer management do… Show more

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Cited by 22 publications
(11 citation statements)
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“…There has been considerable research on the analgesic benefits of digital playing for cancer pain (170,171), burn victims (172)(173)(174), pediatric patients (171,175) and amputees (176), albeit mostly targeting younger players. In pain management, the focus of playing such games is typically on patient education, distraction, or self-management-for example, evoking analgesia through active engagement with VR or digital games (170,171,176,177).…”
Section: Gamesmentioning
confidence: 99%
“…There has been considerable research on the analgesic benefits of digital playing for cancer pain (170,171), burn victims (172)(173)(174), pediatric patients (171,175) and amputees (176), albeit mostly targeting younger players. In pain management, the focus of playing such games is typically on patient education, distraction, or self-management-for example, evoking analgesia through active engagement with VR or digital games (170,171,176,177).…”
Section: Gamesmentioning
confidence: 99%
“…This article aims to identify and analyze the ways existing game-based digital health interventions and their game mechanics that can help children with cancer. Although similar reviews [3], [4] have been done, they do not fit the aim of this review paper. The first review [3] focuses on various forms of digital interventions for adolescents and young adults with cancer, of which the majority are websites.…”
Section: Introductionmentioning
confidence: 99%
“…The first review [3] focuses on various forms of digital interventions for adolescents and young adults with cancer, of which the majority are websites. The second review [4] touches on digital games in cancer management. However, it is an unsystematic review article with a broad focus, including educational tools for health care professionals.…”
Section: Introductionmentioning
confidence: 99%
“…Although academic interest in the role of digital play for cancer patients is not new, several aspects remain under-researched. First, most previous studies have focused on exploring structured and guided play activities designed to convey health-related information (e.g., Beale, Marín-Bowling, Guthrie, & Kato, 2006) or with therapeutic purposes such as pain relief (see Ghazisaeidi, Safdari, Goodini, Mirzaiee, & Farzi, 2017). However, little attention has been paid to the role of unstructured free digital play during cancer treatment, and the few studies that have explored it focus on free digital play activities limited only to hospital settings organized and supervised by adults.…”
Section: Introductionmentioning
confidence: 99%