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An engaged patient is a healthy patient

An engaged patient is a healthy patient

Image from andrew: CT scanner bay with VR headset

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Dartmouth researchers determined that patients who engaged with educationally-driven tools like the Web-based program were 11% more knowledgeable about the overall procedure, required 18% less sedation medication, and showed a 14% decrease in procedural times, according to a case study published by the Beryl Institute.

http://healthclarity.wolterskluwer.com/proven-link-between-patient-education-and-outcomes.html

An interactive online tool has been shown to improve patient knowledge of breast cancer treatment options, compared with a static informational website.

Another interactive component of the tool provides an opportunity to assess patients’ values, which takes participants through a series of hypothetical scenarios.

In the study, 61 percent of patients who used the interactive tool had a high knowledge of treatment options vs. 42 percent of patients who viewed the static informational website. In addition, patients who used the interactive tool were more likely to indicate they felt prepared to make a treatment decision (50 percent), compared with 33 percent of patients who used the static material.

https://www.healthdatamanagement.com/news/breast-cancer-tool-improves-patient-knowledge-of-treatment-options

Ochsner example…

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Currently the most prevalent and main stream methods of treating pain revolve around prescribed medication. This method of treatment, while successful, is a passive approach to pain management and medicine adherence.

“…physicians have begun to use video games to motivate patients to improve their health, the authors said. In the video game “Re-Mission,” child cancer patients can control a tiny robot that shoots cancer cells, overcomes bacterial infections and manages nausea and other barriers to adhering to treatments. A 2008 international study in 34 medical centers found significantly greater adherence to treatment and cancer-related knowledge among children who played “Re-Mission” compared to children who played a different computer game.

“It is this same kind of transformation, based on the foundational principle of play, that we suggest has the potential to transform the field of mental health,” Granic said. “This is especially true because engaging children and youth is one of the most challenging tasks clinicians face.”

http://www.apa.org/news/press/releases/2013/11/video-games.aspx

Also ref: amp-a0034857.pdf

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The authors recommended that teams of psychologists, clinicians and game designers work together to develop approaches to mental health care that integrate video game playing with traditional therapy.”

Our work in the wild

They look like digital experiences and brand campaigns but they’re really master classes in psychology.

Arkansas Children’s Hospital

A new digital home for patients - and parents.

AS&E

Launching the world’s first handheld x-ray detection device.