Publication | Closed Access
Using gaming platforms for telemedicine applications: A cross-platform comparison
17
Citations
4
References
2012
Year
Unknown Venue
EngineeringRemote Patient MonitoringWearable TechnologyGaming PlatformsTelemedicineVirtual RealityTelecareTelehealthGame DesignComprehensive Telemedicine SystemWireless TelemedicineAssistive TechnologyEhealthTelepresenceTelemedicine ApplicationsHuman-computer InteractionTechnologyMedicineHealth Informatics
Current‑generation video game consoles support internet‑based applications delivered through their web browsers. This study compared the functionality of the most widely used gaming platforms for telemedicine and demonstrated the feasibility of implementing a comprehensive telemedicine system on them. We developed a Home Automated Telemanagement system for chronic disease patients on the Nintendo Wii, Microsoft Xbox 360, and Sony PlayStation 3, which daily queried patients, monitored vital signs, provided instant feedback, and transmitted data to a central server with real‑time clinical decision support, and we evaluated platform challenges via cognitive walkthrough. The results showed that all three gaming platforms can support a comprehensive telemedicine system usable by patients with no prior computer or video‑game experience.
The goal of this project was to compare the functionality of the most widely used gaming platforms in terms of their applicability for telemedicine applications and to demonstrate the possibility of implementing a comprehensive telemedicine system using these platforms. We implemented a Home Automated Telemanagement (HAT) system for patients with chronic diseases to provide support in following their individualized treatment plans as well as to monitor symptoms, medication use, and quality of life, while educating the patient on their disease. The system was developed for use on the Nintendo Wii, the Microsoft Xbox 360, and the Sony Playstation 3. All three current generation videogame consoles allow for development of internet-based applications designed to be delivered via the console's web browsers. The HAT system was implemented to be placed in the patient's home and to communicate all patient data to a central server implementing real-time clinical decision support. The system questions patients daily on their condition, monitors their vital signs, and provides the patient with instant feedback on their condition. Cognitive walkthrough was used to see what challenges were posed by each platform and interface. We demonstrated that using any of the three gaming platforms it is possible to build a comprehensive telemedicine system that may be usable by patients with no prior computer or videogame experience.
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