Academic journal article Iranian Journal of Public Health

E-Game in Healthcare: As an E-Intervention to Promote Public Health

Academic journal article Iranian Journal of Public Health

E-Game in Healthcare: As an E-Intervention to Promote Public Health

Article excerpt

Dear Editor-in-Chief

Electronic Health (E-health) is referred to any communication technology, which could have impact on behavior change, physical activity, and dieting (1). One of the E-health tools is electronic intervention (E-intervention) that means treatment, prevention, management, and physical and mental health promotion with or without the support of human (2), which finally leads to promotion of healthy behaviors and reduction of health problems. The application of E-intervention in healthcare is divided into four areas (Fig. 1).

As shown in Table 1, these interventions have significant impact in reducing costs and medical errors, increasing efficiency of health services and quality of care, improving the registration, storage, and retrieval system, facilitating healthcare information sharing between the patient and the treatment team, and promoting knowledge through the accessibility of resources and useful information to optimize decision making (1, 3-8).

The most effective interventions are E-games due to their attractiveness and entertainment for the users for improving knowledge and skills to solve the problems related to health care (2). This technology first created by Joyboard in 1982 has multiple applications in educational, physical, psychological, nutritional, and disease areas. Healthcare companies are also becoming active in the E-games market and offer a series of E-games for teaching children to eat healthier foods and increase physical activity. For example, cancer fighting games for teens worldwide has been demonstrated to empower teens in their battles with cancer and other games to help prevent obesity and manage childhood diabetes (9).

The benefits of E-games in healthcare are positive changes in healthy behaviors, disease prevention, diagnosis, treatment, promotion of awareness about risk factors, and Improvement in the quality of life (1). In fact, E-games by offering educational tips can be effective on promoting public health. Finally, there are three functional requirements for the implementation of E-game in healthcare that include development of an appropriate systems and tools, assessment of the interaction with users, and establishment of cognitive behavior indicators (10).

Acknowledgements

The authors declare that there is no conflict of interest. …

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