Skip to main content
Top

2019 | OriginalPaper | Chapter

A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care

Authors : Pattanasak Mongkolwat, Mores Prachyabrued, Thanongchai Siriapisith, Chih-Lin Hu, Timothy K. Shih

Published in: Neo-Simulation and Gaming Toward Active Learning

Publisher: Springer Nature Singapore

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

A prediction of the size of the global healthcare industry in 2020 is to pass over 50 times larger than simulation and gaming industry. For the size AR and VR application markets is to reach $US 35 billion in 2025. Simulation, gaming, AR, and VR technologies have provided great benefits to healthcare providers and consumers. For medical professionals, activity-based medical simulation mimicking clinical scenarios has been a cornerstone of medical training since the eighteenth century. Today, medical computing simulation and gaming enhance training scenarios and experiences. It also increases confidence and reduces skeptical among medical professionals about the technologies’ usefulness and effectiveness. This article focuses on the needs of patients and healthcare professionals in developing countries where the caregivers have been overwhelming with medical services provided to outpatients. Advancement in medical research and innovation generated tremendous health information required by caregivers to provide accurate, effective, and swift treatment and cure for patients. Traditional health information systems and user interfaces do not provide effective display, search, retrieve, and record patient information. Applying simulation and gaming technology techniques and methods can create effective healthcare systems and applications to better serve outpatients. This creates a large research and economic opportunity for the computer simulation and gaming industry.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
6.
go back to reference Mielczarek B, Uzialko-Mydlikowska J (2010) Application of computer simulation modeling in the health care sector: a survey. Simulation 88(2):197–216CrossRef Mielczarek B, Uzialko-Mydlikowska J (2010) Application of computer simulation modeling in the health care sector: a survey. Simulation 88(2):197–216CrossRef
7.
go back to reference Norouzzadeh S, Riebling N, Carter L, Conigliaro J, Doerfler ME, Simulation modeling to optimize healthcare delivery in an outpatient clinic, 2015/5/6, Winter Simulation Conference (WSC), Huntington Beach, CA, 1355–1366 Norouzzadeh S, Riebling N, Carter L, Conigliaro J, Doerfler ME, Simulation modeling to optimize healthcare delivery in an outpatient clinic, 2015/5/6, Winter Simulation Conference (WSC), Huntington Beach, CA, 1355–1366
8.
go back to reference J. Song, Y. Qiu and Z. Liu, A real-time access control of patient service in the outpatient clinic, in IEEE Trans Autom Sci Eng, 758–771 J. Song, Y. Qiu and Z. Liu, A real-time access control of patient service in the outpatient clinic, in IEEE Trans Autom Sci Eng, 758–771
9.
go back to reference Zandieh SO et al (2008) Challenges to EHR implementation in electronic- versus paper-based office practices. J Gen Int Med, 2008/3/28 23(6):755–761CrossRef Zandieh SO et al (2008) Challenges to EHR implementation in electronic- versus paper-based office practices. J Gen Int Med, 2008/3/28 23(6):755–761CrossRef
32.
go back to reference Danforth KN et al (2014) Electronic clinical surveillance to improve outpatient care: diverse applications within an. Integr Deliv Syst 2(1):921 Danforth KN et al (2014) Electronic clinical surveillance to improve outpatient care: diverse applications within an. Integr Deliv Syst 2(1):921
33.
go back to reference Sun J et al (2017) Reducing waiting time and raising outpatient satisfaction in a Chinese public tertiary general hospital-an interrupted time series study. BMC Public Health 17(668):1–11 Sun J et al (2017) Reducing waiting time and raising outpatient satisfaction in a Chinese public tertiary general hospital-an interrupted time series study. BMC Public Health 17(668):1–11
34.
go back to reference Virtual (2014) Augmented reality and serious games for healthcare 1. Intelligent systems reference library. Springer, Berlin Heidelberg Virtual (2014) Augmented reality and serious games for healthcare 1. Intelligent systems reference library. Springer, Berlin Heidelberg
35.
go back to reference Albua M, Atackb L, Srivastavaa I (2015) Simulation and gaming to promote health education: results of a usability test. Health Educ J 74(2):244–254CrossRef Albua M, Atackb L, Srivastavaa I (2015) Simulation and gaming to promote health education: results of a usability test. Health Educ J 74(2):244–254CrossRef
37.
go back to reference Baranowski T et al (2016) Games for health for children-current status and needed research, vol 5, pp 1), 1–1),12 Baranowski T et al (2016) Games for health for children-current status and needed research, vol 5, pp 1), 1–1),12
38.
go back to reference Feinstein RE, Yager J (2017) A live threat violence simulation exercise for psychiatric outpatient departments: AValuable aid to training in violence prevention. Acad Psychiatry Feinstein RE, Yager J (2017) A live threat violence simulation exercise for psychiatric outpatient departments: AValuable aid to training in violence prevention. Acad Psychiatry
39.
go back to reference Fernández-Aranda F et al (2012) Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study. J Ment Health 21(4):364–374CrossRef Fernández-Aranda F et al (2012) Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study. J Ment Health 21(4):364–374CrossRef
40.
go back to reference Ficklscherer A et al (2014) Testing the feasibility and safety of the Nintendo Wii gaming console in orthopedic rehabilitation: a pilot randomized controlled study. Arch Med Sci 12(6):1273–1278 Ficklscherer A et al (2014) Testing the feasibility and safety of the Nintendo Wii gaming console in orthopedic rehabilitation: a pilot randomized controlled study. Arch Med Sci 12(6):1273–1278
41.
go back to reference Gauthier LV et al (2017) Video game rehabilitation for outpatient stroke (VIGoROUS): protocol for a multicenter comparative effectiveness trial of inhome gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis. BMC Neurol 17(109):1–18 Gauthier LV et al (2017) Video game rehabilitation for outpatient stroke (VIGoROUS): protocol for a multicenter comparative effectiveness trial of inhome gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis. BMC Neurol 17(109):1–18
42.
go back to reference Johnson D et al (2016) Gamification for health and wellbeing: a systematic review of the literature. Internet Interv 6:89–106CrossRef Johnson D et al (2016) Gamification for health and wellbeing: a systematic review of the literature. Internet Interv 6:89–106CrossRef
43.
go back to reference Lemheney AJ et al (2016) Developing virtual reality simulations for office-based medical emergencies. Virtual World Res 9(1):1–18 Lemheney AJ et al (2016) Developing virtual reality simulations for office-based medical emergencies. Virtual World Res 9(1):1–18
44.
go back to reference Rendon AA et al (2012) The effect of virtual reality gaming on dynamic balance in older adults. Age Ageing 41:549–552CrossRef Rendon AA et al (2012) The effect of virtual reality gaming on dynamic balance in older adults. Age Ageing 41:549–552CrossRef
45.
go back to reference Gentry S et al. (2016) Serious gaming and gamification interventions for health professional education, Cochrane Database of Systematic Reviews Gentry S et al. (2016) Serious gaming and gamification interventions for health professional education, Cochrane Database of Systematic Reviews
46.
go back to reference Wattanasoontorn V, Hernandez RJG, Sbert M (2012) Serious games for e-health care, In 25th annual conference on computer animation and social agents (CASA 2012) Wattanasoontorn V, Hernandez RJG, Sbert M (2012) Serious games for e-health care, In 25th annual conference on computer animation and social agents (CASA 2012)
Metadata
Title
A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care
Authors
Pattanasak Mongkolwat
Mores Prachyabrued
Thanongchai Siriapisith
Chih-Lin Hu
Timothy K. Shih
Copyright Year
2019
Publisher
Springer Nature Singapore
DOI
https://doi.org/10.1007/978-981-13-8039-6_4

Premium Partner