Impact of Serious Games on Cognitive Functions via Humphrey Fellowship
Journal name: The Malaysian Journal of Medical Sciences
Original article title: Exploring the Impact of Serious Games for Cognitive Functions through the Humphrey Fellowship Programme
The Malaysian Journal of Medical Sciences (MJMS) is a peer-reviewed, open-access journal published online at least six times a year. It covers all aspects of medical sciences and prioritizes high-quality research.
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Tan Wee Hoe
The Malaysian Journal of Medical Sciences:
(A peer-reviewed, open-access journal)
Full text available for: Exploring the Impact of Serious Games for Cognitive Functions through the Humphrey Fellowship Programme
Year: 2018 | Doi: 10.21315/mjms2018.25.3.1
Copyright (license): CC BY 4.0
Download the PDF file of the original publication
Summary of article contents:
Introduction
The emergence of serious games as a form of digital medicine has gained traction in recent years, especially following the U.S. Food and Drug Administration's approval of serious games as Class 1 or 2 medical devices. This trend is facilitating collaboration between medical professionals and the gaming industry, motivated by the extensive revenues in the North American pharmaceutical market, which have outstripped USD 1 trillion since 2014. The author shares his experiences as a Humphrey Fellow in the U.S. during FY2017/2018, highlighting the positive implications of serious games for cognitive health, particularly in low- and middle-income countries.
The Placebo Effect and Game Efficacy
While some brain training games initially promised improvements for conditions such as ADHD and Alzheimer’s, scrutiny revealed that their effects could be largely placebo-related, culminating in a federal investigation of the Lumosity game series for misleading claims. However, researchers have noted that the players' expectations can enhance cognitive performance. This creates a complex landscape for serious games where developers must balance validated effectiveness with public perception. During his fellowship, the author explored the use of games for cognitive function and emphasized the need for medical professionals in developing countries to understand these dynamics when integrating games into healthcare practices.
Conclusion
As advances in technology pave the way for greater utilization of serious games in medical contexts, medical professionals must remain vigilant about regulation, particularly concerning FDA clearance for digital therapeutics. Furthermore, as seen in the case studies from educational and healthcare startups in the U.S., engaging in local and regional collaborations can stimulate research and development. By leveraging resources and sharing technology on a broader scale, professionals from low- and middle-income countries can contribute significantly to the evolving landscape of digital medicine, ultimately leading to improved healthcare solutions globally.
FAQ section (important questions/answers):
What are serious games used for in healthcare?
Serious games are increasingly recognized as digital medicine, utilized to enhance cognitive functions and can be prescribed by doctors as treatments, particularly in the U.S. after passing FDA clearance.
How have serious games evolved recently in the U.S.?
Recent years have seen the FDA granting clearances for serious games, fostering collaboration between medical and gaming industries. This has encouraged innovative research and development projects aimed at integrating games into healthcare.
What challenges do medical professionals face in creating games?
Medical professionals often struggle with the perception of games as non-serious entertainment, making it difficult to secure funding for development. They may need to frame games as 'interactive technologies' to attract investment.
How can games be utilized in low-income countries?
Medical practitioners in low-income countries can utilize low-cost virtual reality therapies to alleviate patient pain and anxiety, leveraging advancements in technology to implement effective treatments without extensive resources.
Glossary definitions and references:
Scientific and Ayurvedic Glossary list for “Impact of Serious Games on Cognitive Functions via Humphrey Fellowship”. This list explains important keywords that occur in this article and links it to the glossary for a better understanding of that concept in the context of Ayurveda and other topics.
1) Medicine:
Medicine refers to the science and practice of diagnosing, treating, and preventing illness, injury, and disease. The text discusses the integration of serious games into medical practice, illustrating how digital medicine can complement traditional methods and address cognitive functions, particularly in low- and middle-income countries seeking innovative health solutions.
2) Anxiety:
Anxiety represents a psychological state characterized by fear and unease. The article highlights the use of distraction-based virtual reality therapy to alleviate anxiety, particularly among pediatric patients, showcasing how technology can transform therapeutic practices and improve patient outcomes in healthcare settings.
3) Training:
Training encompasses the process of developing skills through practice and education. This document describes the role of serious games in cognitive training, suggesting that they may influence cognitive performance positively. The ongoing research aims to validate such training methods as legitimate forms of digital medicine.
4) Learning:
Learning pertains to acquiring knowledge or skills through experience, study, or instruction. In the context of the text, serious games are presented as innovative tools for enhancing learning in healthcare, especially for medical professionals in low-income countries, indicating their potential as engaging educational resources.
5) Teaching:
Teaching is the act of imparting knowledge or skills to learners. The text advocates for using serious games as teaching tools in medical education, communicating how these interactive technologies could augment traditional teaching methods to foster deeper understanding and retention of medical concepts.
6) Valley:
Valley, in this context, refers to Silicon Valley, a major hub for technology and innovation. The document discusses how collaborations between medical professionals and the game industry in North America, particularly in Silicon Valley, can inspire advancements in digital medicine and serious games in healthcare.
7) Pain:
Pain signifies a distressing experience defined by physical suffering. The article elaborates on the implementation of virtual reality therapy, which aims to reduce pain in pediatric patients. This innovative therapeutic method underlines how technology can provide alternative pain management strategies in medical practice.
8) Education:
Education encompasses the systematic instruction and training of individuals. The text addresses the intersection of serious games and education, showing how these games can offer new avenues for teaching medical professionals, especially in resource-limited settings where traditional education approaches may be insufficient.
9) Campu:
Campu likely refers to 'Campus.' The document mentions Pennsylvania State University (PSU) as a significant location for academic research and development projects in serious games, illustrating the role of universities in fostering interdisciplinary collaboration between educators and healthcare practitioners for medical innovation.
10) Table:
In this context, a table could refer to organized data presentation or a figurative space for discussion. The article uses tables to present findings or propose models for collaboration, highlighting the importance of structured information in making informed decisions regarding serious games and healthcare.
11) Post:
Post relates to a position, situation, or context within discourse. The article posits several projects and collaborations following the author's experience in the U.S., emphasizing the need for ongoing dialogue and innovation in serious games as viable tools for medical education and treatment post-implementation.
12) Developing:
Developing refers to the process of creating or advancing something over time. The text emphasizes the relevance of developing serious games for cognitive functions as a means to address health issues in low- and middle-income countries, advocating for innovation within the healthcare system to enhance patient care.
13) Science (Scientific):
Science represents the systematic pursuit of knowledge and understanding of the natural world through observation and experimentation. The discussion focuses on the application of scientific principles in creating and validating serious games as effective tools for cognitive enhancement and therapeutic interventions in healthcare.
14) Food:
Food pertains to substances consumed to provide nutritional support for an organism. Although the text does not directly discuss food, it alludes to the U.S. Food and Drug Administration (FDA), which plays a critical role in regulating medical devices, indicating the importance of safety and efficacy in medical products, including serious games.
15) Drug:
Drug signifies a substance used to diagnose, cure, or prevent diseases. The article points out the intersection of serious games with pharmaceutical regulations, illustrating the potential of these games as therapeutic drugs once they receive FDA clearance, thereby impacting treatment options and healthcare practices.
16) Disease:
Disease refers to a pathological condition of a bodily part. The text discusses various diseases, including but not limited to ADHD and Alzheimer's, and explores how serious games can contribute to treatment strategies and cognitive interventions, emphasizing their role in alleviating the impact of these conditions.
17) Cancer:
Cancer is a disease characterized by the uncontrolled division of abnormal cells. The document highlights healthcare startups like HemoGO, which aim to assist cancer patients through innovative solutions, thus underlining how serious games and technology can be pivotal in managing and monitoring the condition.
18) Shanti (Santi, Samti, Shamti):
Santi is likely a reference to an individual or location in the context of healthcare innovation. The mention of 'Santi' in healthcare projects hints at the potential for meaningful collaborations among diverse stakeholders committed to the development of serious games addressing societal health challenges.
19) Trade:
Trade encompasses the exchange of goods and services. The article discusses the international aspect of serious games, particularly how Southeast Asian health professionals may benefit by entering the North American market, highlighting the potential for trade and collaboration in healthcare innovation.
20) Transformation (Transform, Transforming):
Transforming means making a significant change. The document discusses how integrating serious games into medical practice can transform traditional healthcare approaches, particularly by enhancing patient engagement, improving treatment outcomes, and providing innovative solutions for healthcare challenges.
21) Performance:
Performance refers to how well an individual or group executes a task. The text alludes to studies that investigate how serious games can enhance cognitive performance, proposing that player expectations can influence outcomes, which could validate the efficacy of games in medical contexts.
22) Perception:
Perception involves the way individuals interpret and understand stimuli from their environment. The text describes how the perception of games varies, with some academia treating them as 'non-serious entertainment.' This highlights the need for altering perceptions to embrace serious games as impactful educational tools in medicine.
23) Discussion:
Discussion refers to engaging in conversation or debate about a topic. The article emphasizes the importance of discussions among interdisciplinary teams working on serious games, suggesting that collaboration across fields can yield innovative solutions in healthcare and advance the integration of technology into medical practices.
24) Substance:
Substance refers to a material with a definite chemical composition. Though not directly mentioned in the text, 'substance' could connect to the need for serious games to demonstrate substance through evidence-based research, ensuring their validity and effectiveness in therapeutic applications within the healthcare system.
25) Entering:
Entering denotes the act of going into a place or industry. The article suggests that Southeast Asian health professionals should consider entering the U.S. and North American markets, opening up opportunities for innovation and collaboration in developing serious games as medical treatments.
26) Nature:
Nature refers to the intrinsic features or qualities of something. The text discusses the nature of serious games as therapeutic interventions, emphasizing their ability to harness technology in addressing cognitive functions and enhancing patient care in healthcare settings, especially in low-resource environments.
27) Street:
Street may symbolize outdoor environments or community engagement. While not explicitly discussed, it underscores the relevance of making healthcare innovations like serious games accessible and relevant to broader communities, thereby promoting health equity and awareness in diverse populations.
28) Egypt:
Egypt represents a specific geographical location. Although not detailed in the text, it could symbolize wider regional considerations in serious game development, emphasizing the importance of understanding local contexts in implementing healthcare innovations effectively across different countries.
29) Malin:
Malin refers to a person, highlighted within collaborative projects discussed in the text. His involvement exemplifies the significance of individual contributions toward the collective goal of advancing serious games in healthcare, illustrating how shared expertise can enhance interdisciplinary collaboration and innovation.
30) Doubt:
Doubt signifies uncertainty or lack of conviction. The article alludes to potential hesitation among educators in adopting serious games in medical contexts due to perceived inadequacies. Addressing this doubt is crucial to fostering acceptance and integration of games into healthcare policies and practices.
31) Field:
Field represents a domain or area of study. The text indicates that the intersection of medicine and game design constitutes an emerging field, necessitating interdisciplinary collaboration to harness the potential of serious games for improving health outcomes and educational methodologies.
32) House:
House may signify a physical or institutional structure. While the text does not explicitly mention a house, it may allude to the institutions or laboratories involved in researching serious games, representing the spaces where innovative healthcare solutions are developed and tested.
33) Blood:
Blood pertains to the fluid that circulates in the body. The article references healthcare startups focusing on blood tests for cancer patients, indicating the role of technology in simplifying medical procedures and advancing healthcare practices, which aligns with the potential of serious games in treatment management.
34) Wall:
Wall can symbolize a barrier or boundary. In the context of the article, it may represent the challenges faced by healthcare innovators in breaking down traditional barriers to integrate serious games into medical practice, emphasizing the need to overcome resistance to new methods.
35) Gold (Golden):
Gold often symbolizes value or high standards. The document refers to FDA device clearance as the 'gold standard' for serious games, emphasizing the importance of regulatory approval in legitimizing these digital interventions for medical use and ensuring their acceptance within healthcare frameworks.
36) Hadi:
Hadi can refer to an individual involved in the discussions or projects outlined in the text. He represents the collaborative spirit necessary for innovation in serious games, highlighting the importance of engaging diverse stakeholders in transforming healthcare through technology.
37) Life:
Life refers to the condition of living organisms. The article reflects on how serious games can positively impact life by enhancing cognitive functions and providing therapeutic interventions. It underscores the goal of improving quality of life through innovative health solutions.
Other Science Concepts:
Discover the significance of concepts within the article: ‘Impact of Serious Games on Cognitive Functions via Humphrey Fellowship’. Further sources in the context of Science might help you critically compare this page with similair documents:
Hiv, Medical science, Medical practitioner, Cognitive function, Social activities, Medical doctor, Southeast Asia, Community member, Medical school, Developing countries, Pharmaceutical industry, Research and development, Placebo effect, Cognitive performance, Tobacco use, Low- and middle-income countries, Cancer patients, Pediatric patient, Substance abuse, Medical device, Sexually transmitted infections, Virtual Reality, Virtual Reality Therapy, Socio-economic condition, Digital Health, Low income countries, Association of southeast asian nations, Health professional, Online Learning, Research Fund, Pragmatic application, Class 1, Class 2, Class 4, Efficacy Test, Class 3.
Concepts being referred in other categories, contexts and sources.
Medicine, San francisco, Device.