What Role Do Games Play In Health Care

Improved Essays
The role of game playing and heath care information system
What would be the first thought that comes to mind when talking about playing game, are games always considered for recreation, or whenever you feel to play a game because it is interesting or enjoyable, or just a simple daily activity? Game playing for the purpose of health care information system is important by which the games being played are for the improvement of health care where the healthcare information system become essential to clinical care and hospital operation and help doctors and nurses see where they stand with their knowledge gained Tan (2010).
The importance of playing nursing game The alpha nurse game comprises of a number of games which are sections in three

Related Documents

  • Improved Essays

    Many of my friends are gamers: Brandon and Christian are examples. We play a lot of GTA 5 together and soon when we all get games that we are all going to get we will play those also. I also recently learned that gaming is actually very good for you. Doctors that play video games are more inclined to be observant when doing surgery. So gaming is good for you.…

    • 587 Words
    • 3 Pages
    Improved Essays
  • Decent Essays

    Migrate your Hobby into passion – Story of a Photographer Once you allowed your self the freedom to explore the hobbies again, new opportunities opened up and you will felt more content than ever. From what you will experienced, it have appeared to you that hobbies and games are the path to a passionate career. 1. Something You Want to Do Over…

    • 153 Words
    • 1 Pages
    Decent Essays
  • Great Essays

    Games follow a set of guidelines, but they still less ordered and regulated than society or institutions. Games allow for mistakes and missteps, such the incident mentioned by McMurphy: “Martini, those ain’t the dice you’re shaking… those are a couple of houses” (102). These mistakes are possible given that games are structured to allow for more freedom to the men, without devolving into to chaos. Games essentially allow men to act freely and unrestrained. Playing games allow the men to avoid critique and or being medically analyzed for their actions and behaviors, which is the cause of anxiety and suffering for the men in the ward.…

    • 1641 Words
    • 7 Pages
    Great Essays
  • Superior Essays

    There also exists videogames specifically designed for exercise, providing an interesting way to stay in shape. The health benefits of video games do not only include the ability to improve one’s self, but help those who are ill. Dr. Simone Kűhn PHD has been doing research on the effects of playing videogames in those with disorders. She has discovered that not only do they serve as a therapeutic device for people that suffer from mental illness and depression, as well as improving the mental ability of those who suffer from neurodegenerative diseases, such as Alzheimer’s.…

    • 1116 Words
    • 5 Pages
    Superior Essays
  • Improved Essays

    Gamification is turning all the fun and addicting elements found in games and applying them to real-world or productive activities. I think that gasification is a great idea to turn something that you or your kids aren't fond of doing and make it a game. It's always much more enjoyable to do something that you are having fun doing. In the healthcare industry I think it could be used to get people moving to improve health it could also be used as a fun game for kids who have to take daily medicine who maybe don't like to. I do think that the negative that could come about would be spending too much time on the electronic that you would login to track whatever you are keeping track of.…

    • 231 Words
    • 1 Pages
    Improved Essays
  • Improved Essays

    The Grudger

    • 541 Words
    • 3 Pages

    While society may broadly appreciate and desire educational objectives that can help people lead healthy lives, the exact approaches necessary to reach these desired outcomes are not well understood. Mandigo and Anderson (2003) highlight the need for educators "to develop ways to foster these skills and understandings across numerous types of activities" (p. 8) as an important step towards making this desire a reality. Despite the fact that the initial digital prototype was not entirely working, the designers emulated game play by choosing diffusion activities and selecting members of staff. By observing the interaction they noticed that "players would need to move the mouse from one side of the monitor to the other for every single turn in the game" (Lara, Myers, Frick, Aslan, & Michaelidou, 2010, p. 46).…

    • 541 Words
    • 3 Pages
    Improved Essays
  • Improved Essays

    “Serious games have become increasingly popular as an educational tool in schools, as a training device for professionals and as a means which may add entertainment to teaching and training, making the learning experience fun” (Katsaliaki and Mustafee, 2012). In other words, Katsilk and Mustafee assert that serious games are going behind the spectrum. Where games were just limited to fun and as a way for entertainment; however, that's no longer the case. Many institutions are now using serious gaming to educate their employees, students, and companies. Adding on to that, not many people in the US, are usually interested in knowing the politics of the country, and others don't even know how the white house is running.…

    • 564 Words
    • 3 Pages
    Improved Essays
  • Superior Essays

    McClellan’s article (2005) reports that according to Johnson’s study, computer games are essentially brain exercises that holistically improves psychological fitness. This is because computer games require continuous focus, strategic decision-making, and creative thinking. Another form of display interface is video games which have also been found to improve these aspects. This is important as children often find gaming fun and must, therefore, be utilised productively to aid the development of mental acumen. An example of this would be Assassin’s Creed, a role-playing game about alternate versions of history.…

    • 1110 Words
    • 5 Pages
    Superior Essays
  • Improved Essays

    (ESA, 2009), Harnessing the power of well-designed games to achieve specific learning goals, and the result is a workforce of highly motivated learners who avidly engage with and practice applying problem-solving skills. Using the same design principles to make it compelling for surgical students to practice and hone proper laparoscopic techniques on a virtual patient, or inspire first responders to frequently rehearse and sharpen their training in a simulated hazardous materials emergency makes GBAs ideal learning…

    • 733 Words
    • 3 Pages
    Improved Essays
  • Great Essays

    While games and the elements of games have been incorporated into many aspects of life throughout history, the term ‘gamification’ was first documented in 2008, and only in 2010, gained momentum (Figure 1). As a result, gamification can be viewed as a newer and modern form of bio-power that is used to help control, influence, and manage individuals. Deterding et al. were the first to propose a working definition, defining gamification as "the use of game design elements in non-game contexts. This working definition is necessarily broad in order to convey the variety of gamification examples.…

    • 1346 Words
    • 6 Pages
    Great Essays
  • Improved Essays

    How Players Experience Flow in Video Games Mihaly Csikszentmihalyi flow is explained as the satisfaction the person gets when they concentrate on performing a task. However these activities must not be part of the person 's daily routine. Also ever person will experience flow depending on their preferences in activities (Egenfeldt-Nielsen, Smith, & Tosca, 2008, p. 3757). There are seven elements that characterizes flow, which are: a challenging activity, merging of action and awareness, clear goals and feedback, concentration on the task at hand, the paradox of control, loss of self-consciousness, and the transformation of time.…

    • 793 Words
    • 4 Pages
    Improved Essays
  • Superior Essays

    Bad Guy, Video Games

    • 1811 Words
    • 8 Pages

    The not so bad guy, video games. Video game: a game played by electronically manipulating images produced by a computer program on a television screen or other display screens. Video games, the most universal and popular pastime of humans. They have evolved from the simple "tennis for two," and other games played on clunky dinosaur computer platforms to the much more advanced gaming we have today. The simple objectives like, don 't let the little dot hit the bottom of the screen, have evolved into more complex fights to reclaim earth from intergalactic AIs who plan to destroy all of humanity.…

    • 1811 Words
    • 8 Pages
    Superior Essays
  • Improved Essays

    Video Games: Brain Killers

    • 1040 Words
    • 4 Pages

    Video games, a great way to kill time,or relax with after school,or even compete at. Video games started back in the 1950s with one moving pixel and plastic sheet on the screen for a level. They weren 't always called video games they were simulations or computer puzzles but people saw then as a fun thing to play with.so over time they evolved and so did they way people think of them it started as every body wanted a game conconsle to people still wanting them but seeing them differently. Now most parents see them as brain killers when in truth they are they complete opposite they 're a brain workout in many ways. Most video games can help people in many aspects in today 's society.…

    • 1040 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Video games have been in the lives of American lives since 1970 . Many children and adults feel entertained by all the different consoles and video games there are to play. The constant marketing and exposure of video games, make it so easy for children to gain access and knowledge about them. Some consoles offer the single player the opportunity to invite online players to play with them, making the experience more appealing. Many video games can be categorized in genres just like movies.…

    • 719 Words
    • 3 Pages
    Improved Essays
  • Great Essays

    In modern society, the teenagers playing computer games is very general and popular. The computer games in our life are common. In fact, today is an Internet epoch. Internet is increasingly popular and same as computer games, such as League of Legends. Digiword (2013) believe that the computer games market will continue to steady growth.…

    • 2684 Words
    • 11 Pages
    Great Essays