Envisioning gamification in anesthesia, pain management, and critical care: basic principles, integration of artificial intelligence, and simulation strategies
Tóm tắt
Từ khóa
Tài liệu tham khảo
McGonigal, Jane. Reality is broken: why games make us better and how they can change the world. New York: Penguin Press.
Floryan MR, Ritterband LM, Chow PI (2019) Principles of gamification for Internet interventions. Transl Behav Med 9(6):1131–1138. https://doi.org/10.1093/tbm/ibz041
Sardi L, Idri A, Fernández-Alemán JL (2017) A systematic review of gamification in e-Health. J Biomed Inform 71:31–48. https://doi.org/10.1016/j.jbi.2017.05.011
Deterding S, Dixon D, Khaled R, Nacke L. From game design elements to gamefulness: defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM. 2011. Retrieved from https://doi.org/10.1145/2181037.2181040.
Bridges EP, Foster CE, Park DB, Lehman-Huskamp KL, Mark DW, Tuuri RE (2019) Learning to beat the shock clock: a low-Fidelity simulation board game for pediatric and emergency medicine residents. MedEdPORTAL 15:10804. https://doi.org/10.15766/mep_2374-8265.10804
van Gaalen AEJ, Brouwer J, Schönrock-Adema J, Bouwkamp-Timmer T, Jaarsma ADC, Georgiadis JR (2021) Gamification of health professions education: a systematic review. Adv Health Sci Educ Theory Pract 26(2):683–711. https://doi.org/10.1007/s10459-020-10000-3
Johnson D, Deterding S, Kuhn KA, Staneva A, Stoyanov S, Hides L (2016) Gamification for health and wellbeing: a systematic review of the literature. Internet Interv 6:89–106. https://doi.org/10.1016/j.invent.2016.10.002
Zhang S, Hasim Z (2023) Gamification in EFL/ESL instruction: a systematic review of empirical research. Front Psychol 13:1030790. https://doi.org/10.3389/fpsyg.2022.1030790
Hydari MZ, Adjerid I, Striegel AD (2023) Health wearables, gamification, and healthful activity. Manage Sci 69(7):3920–3938. https://doi.org/10.1287/mnsc.2022.4581
Berglund A, Jaarsma T, Berglund E, Strömberg A, Klompstra L (2022) Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease. Eur J Cardiovasc Nurs 21(6):630–638. https://doi.org/10.1093/eurjcn/zvac048
Brigham TJ (2015) An introduction to Gamification: adding game elements for engagement. Med Ref Serv Q 34(4):471–480. https://doi.org/10.1080/02763869.2015.1082385
Brazil AL, Conci A, Clua E, Bittencourt LK, Baruque LB, da Silva CN (2018) Haptic forces and gamification on epidural anesthesia skill gain. Entertainment Computing 25:1–13. https://doi.org/10.1016/j.entcom.2017.10.002
Gibiino G, Capogna E, Velardo M, Del Vecchio A, Ingrassia PL, Capogna G (2016) Improving learning by playing with an app: The FantaTraining ® experience with anesthesia trainees. MedEdPublish 2022(12):38. https://doi.org/10.12688/mep.19148.1
Ryu JH, Park JW, Nahm FS, Jeon YT, Oh AY, Lee HJ, Kim JH, Han SH (2018) The effect of gamification through a virtual reality on preoperative anxiety in pediatric patients undergoing general anesthesia: a prospective, randomized, and controlled trial. J Clin Med 7(9):284. https://doi.org/10.3390/jcm7090284
Hemedan AA, Niarakis A, Schneider R, Ostaszewski M (2022) Boolean modelling as a logic-based dynamic approach in systems medicine. Comput Struct Biotechnol J 20:3161–3172. https://doi.org/10.1016/j.csbj.2022.06.035
Gentry SV, Gauthier A, L’EstradeEhrstrom B, Wortley D, Lilienthal A, Tudor Car L, Dauwels-Okutsu S, Nikolaou CK, Zary N, Campbell J, Car J (2019) Serious gaming and gamification education in health professions: systematic review. J Med Internet Res. 21(3):e12994. https://doi.org/10.2196/12994
Babenko O, Daniels LM, Ross S, White J, Oswald A (2019) Medical student well-being and lifelong learning: a motivational perspective. Educ Health (Abingdon) 32(1):25–32. https://doi.org/10.4103/efh.EfH_237_17
Redondo-Rodríguez C, Becerra-Mejías JA, Gil-Fernández G, Rodríguez-Velasco FJ (2022) Influence of gamification and cooperative work in peer, mixed and interdisciplinary teams on emotional intelligence, learning strategies and life goals that motivate university students to study. Int J Environ Res Public Health 20(1):547. https://doi.org/10.3390/ijerph20010547.]
Koivisto J, Hamari J (2019) The rise of motivational information systems: a review of gamification research. Int J Inf Manage 45:191–210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013
Concannon BJ, Esmail S, Roduta RM (2019) Head-mounted display virtual reality in post-secondary education and skill training. Front Educ 4:80. https://doi.org/10.3389/feduc.2019.00080
Lee GA, Baker EE, Stewart C, Raleigh M (2023) Advanced practice and clinical supervision: an exploration of perceived facilitators and barriers in practice. J Clin Nurs 32(5–6):780–788
López-Jiménez JJ, Fernández-Alemán JL, González LL, Sequeros OG, Valle BM, García-Berná JA, Idri A, Toval A (2022) Taking the pulse of a classroom with a gamified audience response system. Comput Methods Programs Biomed. 213:106459. https://doi.org/10.1016/j.cmpb.2021.106459
Kim J, Castelli DM (2021) Effects of gamification on behavioral change in education: a meta-analysis. Int J Environ Res Public Health 18(7):3550. https://doi.org/10.3390/ijerph18073550
Krishnamurthy K, Selvaraj N, Gupta P, Cyriac B, Dhurairaj P, Abdullah A, Krishnapillai A, Lugova H, Haque M, Xie S, Ang ET (2022) Benefits of gamification in medical education. Clin Anat 35(6):795–807. https://doi.org/10.1002/ca.23916
Kimura R, Matsunaga M, Barroga E, Hayashi N (2023) Asynchronous e-learning with technology-enabled and enhanced training for continuing education of nurses: a scoping review. BMC Med Educ 23(1):505. https://doi.org/10.1186/s12909-023-04477-w
Rutledge C, Walsh CM, Swinger N, Auerbach M, Castro D, Dewan M et al (2018) Gamification in action: theoretical and practical considerations for medical educators. Acad Med 93:1014–1020
Lobo V, Stromberg AQ, Rosston P (2017) The sound games: introducing gamification into Stanford’s orientation on emergency ultrasound. Cureus. 9(9):e1699. https://doi.org/10.7759/cureus.1699
Enter DH, Lee R, Fann JI, Hicks GL Jr, Verrier ED, Mark R et al (2015) “Top Gun” competition: motivation and practice narrows the technical skill gap among new cardiothoracic surgery residents. Ann Thorac Surg 99:870–875
Marques CG, Pedro JP, Araújo I (2023) A systematic literature review of gamification in/for cultural heritage: leveling up, going beyond. Heritage 6:5935–5951. https://doi.org/10.3390/heritage6080312
Xu M, Luo Y, Zhang Y, Xia R, Qian H, Zou X (2023) Game-based learning in medical education. Front Public Health 3(11):1113682. https://doi.org/10.3389/fpubh.2023.1113682
Bignami EG, Vittori A, Lanza R, Compagnone C, Cascella M, Bellini V (2023) The clinical researcher journey in the artificial intelligence era: the PAC-MAN’s challenge. Healthcare (Basel) 11(7):975. https://doi.org/10.3390/healthcare11070975
EU AI Act: first regulation on artificial intelligence. European Parliament. 2023. Available at: https://www.europarl.europa.eu/news/en/headlines/society/20230601STO93804/eu-ai-act-first-regulation-on-artificial-intelligence. Accessed 10 Aug 2023.
Radhakrishnan B, Katikar MD, Myatra SN, Gautam PL, Vinayagam S, Saroa R (2022) Importance of non-technical skills in anaesthesia education. Indian J Anaesth 66(1):64–69. https://doi.org/10.4103/ija.ija_1097_21
Vittori A, Marinangeli F, Bignami EG, Simonini A, Vergallo A, Fiore G, Petrucci E, Cascella M, Pedone R (2022) Analysis on burnout, job conditions, alexithymia, and other psychological symptoms in a sample of Italian anesthesiologists and intensivists, assessed just before the COVID-19 pandemic: an AAROI-EMAC study. Healthcare (Basel) 10(8):1370. https://doi.org/10.3390/healthcare10081370
Leblanc VR (2012) Review article: simulation in anesthesia: state of the science and looking forward. Can J Anaesth 59(2):193–202. https://doi.org/10.1007/s12630-011-9638-8
Nakamoto K, Jones DB, Adra SW (2023) Gamification of robotic simulation to train general surgery residents. Surg Endosc 37(4):3136–3144. https://doi.org/10.1007/s00464-022-09520-3
MacLennan K, Minehart RD, Vasco M, Eley VA (2023) Simulation-based training in obstetric anesthesia: an update. Int J Obstet Anesth. 54:103643. https://doi.org/10.1016/j.ijoa.2023.103643.]
Isaak RS, Stiegler MP (2016) Review of crisis resource management (CRM) principles in the setting of intraoperative malignant hyperthermia. J Anesth 30(2):298–306. https://doi.org/10.1007/s00540-015-2115-8
Izard SG, Juanes JA, García Peñalvo FJ, Estella JMG, Ledesma MJS, Ruisoto P (2018) Virtual reality as an educational and training tool for medicine. J Med Syst 42(3):50. https://doi.org/10.1007/s10916-018-0900-2
Sites BD, Chan VW, Neal JM, Weller R, Grau T, Koscielniak-Nielsen ZJ et al (2010) The American Society of Regional Anesthesia and Pain Medicine and the European Society of Regional Anaesthesia and Pain Therapy joint committee recommendations for education and training in ultrasound-guided regional anesthesia. Reg Anesth Pain Med 35(2 Suppl):S74-80
McKendrick M, Yang S, McLeod GA (2021) The use of artificial intelligence and robotics in regional anaesthesia. Anaesthesia 76(Suppl 1):171–181. https://doi.org/10.1111/anae.15274
Chuan A, Qian J, Bogdanovych A, Kumar A, McKendrick M, McLeod G (2023) Design and validation of a virtual reality trainer for ultrasound-guided regional anaesthesia. Anaesthesia 78(6):739–746. https://doi.org/10.1111/anae.16015
Kim TE, Tsui BCH (2019) Simulation-based ultrasound-guided regional anesthesia curriculum for anesthesiology residents. Korean J Anesthesiol 72(1):13–23. https://doi.org/10.4097/kja.d.18.00317
Chen XX, Trivedi V, AlSaflan AA, Todd SC, Tricco AC, McCartney CJL, Boet S (2017) Ultrasound-guided regional anesthesia simulation training: a systematic review. Reg Anesth Pain Med. 42(6):741–750. https://doi.org/10.1097/AAP.0000000000000639
Lee AJ, Goodman S, Corradini B, Cohn S, Chatterji M, Landau R (2023) A serious video game—EmergenCSim™—for novice anesthesia trainees to learn how to perform general anesthesia for emergency cesarean delivery: a randomized controlled trial. Anesth Perioper Sci 1:14. https://doi.org/10.1007/s44254-023-00016-4
Mohan B, Kumar R, Attri JP, Chatrath V, Bala N (2017) Anesthesiologist’s role in relieving patient’s anxiety. Anesth Essays Res 11(2):449–452. https://doi.org/10.4103/0259-1162.194576
Marchetti G, Vittori A, Cascella M, Mascilini I, Piga S, Petrucci E, Castellano A, Caruso R, Francia E, Stocchi F, Marinangeli F, Inserra A, Picardo SG (2023) Pain prevalence and pain management in children and adolescents in an italian third level pediatric hospital: a cross-sectional study. Ital J Pediatr 49(1):41. https://doi.org/10.1186/s13052-023-01439-2
Marchetti G, Vittori A, Ferrari F, Francia E, Mascilini I, Petrucci E, Piga S, Pardi V, Cascella M, Contini G, Marinangeli F, Inserra A, Picardo SG (2021) Incidence of acute and chronic post-thoracotomy pain in pediatric patients. Children (Basel) 8(8):642. https://doi.org/10.3390/children8080642
Dwairej DA, Obeidat HM, Aloweidi AS (2020) Video game distraction and anesthesia mask practice reduces children’s preoperative anxiety: a randomized clinical trial. J Spec Pediatr Nurs. 25(1):e12272. https://doi.org/10.1111/jspn.12272
Chen YJ, Cheng SF, Lee PC, Lai CH, Hou IC, Chen CW (2020) Distraction using virtual reality for children during intravenous injections in an emergency department: a randomised trial. J Clin Nurs 29(3–4):503–510. https://doi.org/10.1111/jocn.15088
Özalp Gerçeker G, Ayar D, Özdemir EZ, Bektaş M (2020) Effects of virtual reality on pain, fear and anxiety during blood draw in children aged 5–12 years old: a randomised controlled study. J Clin Nurs 29(7–8):1151–1161. https://doi.org/10.1111/jocn.15173
Suleiman-Martos N, García-Lara RA, Membrive-Jiménez MJ, Pradas-Hernández L, Romero-Béjar JL, Dominguez-Vías G, Gómez-Urquiza JL (2022) Effect of a game-based intervention on preoperative pain and anxiety in children: a systematic review and meta-analysis. J Clin Nurs 31(23–24):3350–3367. https://doi.org/10.1111/jocn.16227
González CS, Gómez N, Navarro V, Cairós M, Quirce C, Toledo P, Marrero-Gordillo N (2016) Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities. Comput Hum Behav 55:529–551. https://doi.org/10.1016/j.chb.2015.08.052
Cascella M, Scarpati G, Bignami EG, Cuomo A, Vittori A, Di Gennaro P, Crispo A, Coluccia S (2023) Utilizing an artificial intelligence framework (conditional generative adversarial network) to enhance telemedicine strategies for cancer pain management. J Anesth Analg Crit Care 3(1):19. https://doi.org/10.1186/s44158-023-00104-8
Rintala A, Rantalainen R, Kaksonen A, Luomajoki H, Kauranen K (2022) mHealth Apps for low back pain self-management: scoping review. JMIR Mhealth Uhealth 10(8):e39682. https://doi.org/10.2196/39682
Cascella M, Coluccia S, Monaco F, Schiavo D, Nocerino D, Grizzuti M, Romano MC, Cuomo A (2022) Different machine learning approaches for implementing telehealth-based cancer pain management strategies. J Clin Med 11(18):5484. https://doi.org/10.3390/jcm11185484
Jamison RN, Mei A, Ross EL (2018) Longitudinal trial of a smartphone pain application for chronic pain patients: predictors of compliance and satisfaction. J Telemed Telecare 24(2):93–100. https://doi.org/10.1177/1357633X16679049.1357633X16679049
Balch JA, Efron PA, Bihorac A, Loftus TJ (2022) Gamification for machine learning in surgical patient engagement. Front Surg. 9:896351. https://doi.org/10.3389/fsurg.2022.896351
Berton A, Longo UG, Candela V, Fioravanti S, Giannone L, Arcangeli V, Alciati V, Berton C, Facchinetti G, Marchetti A, Schena E, De Marinis MG, Denaro V (2020) Virtual reality, augmented reality, gamification, and telerehabilitation: psychological impact on orthopedic patients’ rehabilitation. J Clin Med 9(8):2567. https://doi.org/10.3390/jcm9082567
Pardos A, Gallos P, Menychtas A, Panagopoulos C, Maglogiannis I (2023) Enriching remote monitoring and care platforms with personalized recommendations to enhance gamification and coaching. Stud Health Technol Inform 302:332–336. https://doi.org/10.3233/SHTI230129
Klaassen R, Bul KCM, Op den Akker R, van der Burg GJ, Kato PM, Di Bitonto P. Design and evaluation of a pervasive coaching and gamification platform for young diabetes patients. Sensors (Basel). 2018;18(2):402. https://doi.org/10.3390/s18020402.
Build VS Buy: The real cost of building your own gamification platform. Available at: https://spinify.com/blog/build-vs-buy-the-real-cost-of-building-your-own-gamification-platform/. Accessed 25 Aug 2023.
Mehrtak M, SeyedAlinaghi S, MohsseniPour M, Noori T, Karimi A, Shamsabadi A, Heydari M, Barzegary A, Mirzapour P, Soleymanzadeh M, Vahedi F, Mehraeen E, Dadras O (2021) Security challenges and solutions using healthcare cloud computing. J Med Life 14(4):448–461. https://doi.org/10.25122/jml-2021-0100