Abstract
The recent introduction of the serious games technology in medical education allows dispatching the health knowledge in communities not actually still concerned by the e-learning. The medical cyber-universities are giving essentially primary knowledge to medical students and continuing education for MP’s, the paramedics being only a secondary target. The patient is rarely considered as a prior customer of the medical e-learning, but the increase of the chronic diseases as those emerging from the sequence overweight-obesity-diabetes of type 2 or from contamination spread facilitated by the new transportation modalities, with complex mode of propagation depending on their contagious (social or infectious) character, pushes to conceive active e-learning tools including a bio-feedback from the patient susceptible to increase its knowledge, level of responsibility, reactivity, compliance and observance with respect to the acute or long-term therapy and prevention policy concerning its disease. The paper presents the serious game as a user-friendly tool susceptible to serve the objective of e-therapy education at home for patients suffering of long term chronic diseases.
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Demongeot, J., Elena, A., Taramasco, C., Vuillerme, N. (2013). Serious Game as New Health Telematics Tool for Patient Therapy Education: Example of Obesity and Type 2 Diabetes. In: Biswas, J., Kobayashi, H., Wong, L., Abdulrazak, B., Mokhtari, M. (eds) Inclusive Society: Health and Wellbeing in the Community, and Care at Home. ICOST 2013. Lecture Notes in Computer Science, vol 7910. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39470-6_23
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DOI: https://doi.org/10.1007/978-3-642-39470-6_23
Publisher Name: Springer, Berlin, Heidelberg
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