2020
DOI: 10.1089/g4h.2019.0067
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The Clinical Testing of the Serious Game Digest-Inn: A Tool to Increase Diet Adherence in Overweight Individuals

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Cited by 2 publications
(3 citation statements)
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“…Some of the most effective (and exciting) serious games target patient self-management and coping with chronic disease or relevant health behaviors for cancer prevention. 17-25 For example, although much work is limited to pilot studies, several serious games designed for patients with cancer demonstrate a positive impact on health behaviors pertinent to cancer prevention and patient-reported outcomes including drug adherence, symptom burden, and quality of life. 26,27…”
Section: Potential Benefits Of Serious Gamesmentioning
confidence: 99%
See 1 more Smart Citation
“…Some of the most effective (and exciting) serious games target patient self-management and coping with chronic disease or relevant health behaviors for cancer prevention. 17-25 For example, although much work is limited to pilot studies, several serious games designed for patients with cancer demonstrate a positive impact on health behaviors pertinent to cancer prevention and patient-reported outcomes including drug adherence, symptom burden, and quality of life. 26,27…”
Section: Potential Benefits Of Serious Gamesmentioning
confidence: 99%
“…Some of the most effective (and exciting) serious games target patient self-management and coping with chronic disease or relevant health behaviors for cancer prevention. [17][18][19][20][21][22][23][24][25] For example, although much work is limited to pilot studies, several serious games designed for patients with cancer demonstrate a positive impact on health behaviors pertinent to cancer prevention and patient-reported outcomes including drug adherence, symptom burden, and quality of life. 26,27 Games are well-received because they are approachable, do not require in-person appointments, can be accessed via smartphones or web-based platforms, provide meaningful and desired distractions, and are not dependent on clinician input.…”
Section: Introductionmentioning
confidence: 99%
“…This model is widely used in studies to test the user's acceptance of new technologies in various fields, such as cultural heritage [54], medical imaging [55], library application [56], and retailing [57]. There are more studies that use the TAM to evaluate the adoption of AR-based devices and applications, such as smart glasses [58], mobile AR in tourism field [59], and maintenance training instruction [60]. TAM is also used in higher education to study the acceptance of innovative methods and tools among students [61,62].…”
Section: Technology Acceptance Modelmentioning
confidence: 99%