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  • 标题:Digital games as an effective approach for cancer management: Opportunities and challenges
  • 本地全文:下载
  • 作者:Marjan Ghazisaeidi ; Reza Safdari ; Azadeh Goodini
  • 期刊名称:Journal of Education and Health Promotion
  • 印刷版ISSN:2277-9531
  • 出版年度:2017
  • 卷号:6
  • 期号:1
  • 页码:30-30
  • DOI:10.4103/jehp.jehp_146_14
  • 出版社:Medknow Publications
  • 摘要:Objective: Cancer is one of the most preventable and common chronic diseases that have economic, social and psychological burden for patients, families, and the society. Cancer can be monitored by new information technology. Digital games as a uniquely powerful interaction tool support optimal care management program operation in all dimensions. The aim of this review article is to describe opportunities and challenges of this new modern technology on the delivery of cancer care services in cancer management domains for cancer care improvement. Methods: This study was un-systematic (narrative) review article. In this research, 50 full-text papers and reports had been retrieved, studied exactly, and arranged based on study aims. We searched papers based on specific and relevant keywords in research databases including PubMed, ScienceDirect, Scopus, and Google scholar. Conclusion: In cancer management domain, digital games are as an effective medium for health education and intervention, disease self-management training, attention distraction to relieve pain, enhance clinical outcomes, improvements in lifestyles, and physical and psychosocial activity promotion when active participation and behavior rehearsal are required for cancer patient. In spite of potential benefits of new technology, sometimes people confront various challenges such as social isolation, unusual anxiety, and disorder in physiological times of body, low physical activities, decrease academic performance, increase aggressive behavior, and physical pain. These problems can be partly overcome by proper planning, good design, and usage of suitable and continuous monitoring.
  • 关键词:Cancer management; challenges; digital games; opportunities
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