Skip to main content

A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care

  • Chapter
  • First Online:
Neo-Simulation and Gaming Toward Active Learning

Part of the book series: Translational Systems Sciences ((TSS,volume 18))

Abstract

A prediction of the size of the global healthcare industry in 2020 is to pass over 50 times larger than simulation and gaming industry. For the size AR and VR application markets is to reach $US 35 billion in 2025. Simulation, gaming, AR, and VR technologies have provided great benefits to healthcare providers and consumers. For medical professionals, activity-based medical simulation mimicking clinical scenarios has been a cornerstone of medical training since the eighteenth century. Today, medical computing simulation and gaming enhance training scenarios and experiences. It also increases confidence and reduces skeptical among medical professionals about the technologies’ usefulness and effectiveness. This article focuses on the needs of patients and healthcare professionals in developing countries where the caregivers have been overwhelming with medical services provided to outpatients. Advancement in medical research and innovation generated tremendous health information required by caregivers to provide accurate, effective, and swift treatment and cure for patients. Traditional health information systems and user interfaces do not provide effective display, search, retrieve, and record patient information. Applying simulation and gaming technology techniques and methods can create effective healthcare systems and applications to better serve outpatients. This creates a large research and economic opportunity for the computer simulation and gaming industry.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 139.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Deloitte (2018) Global Health care outlook, Deloitte, 2018 https://www2.deloitte.com/tr/en/pages/life-sciences-and-healthcare/articles/2018-global-health-care-outlook.html. Accessed 21 Feb 2019

  2. McDonald E (2017) The global games market will reach $108.9 billion in 2017 with Mobile taking 42%, newzoo, 2017/4/20 https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/. Accessed 21 Feb 2019

  3. Rohan (2015) Motion simulation market worth $45.72 Billion by 2020, 2015/4 https://www.marketsandmarkets.com/PressReleases/motion-simulation.asp. Accessed 21 Feb 2019

  4. Statista (2018) Forecast size of the augmented and virtual reality (VR/AR) market worldwide in 2020 and 2025, by segment, The Statistics Portal, 2018/5 https://www.statista.com/statistics/610112/worldwide-forecast-augmented-and-mixed-reality-software-market-by-segment/. Accessed 21 Feb 2019

  5. Leventhal R, Report (2017) Global healthcare IT market to hit $280B by 2021, healthcare innovation, 2017/3/10 https://www.healthcare-informatics.com/news-item/ehr/report-global-healthcare-it-market-hit-280b-2021. Accessed 21 Feb 2019

  6. Mielczarek B, Uzialko-Mydlikowska J (2010) Application of computer simulation modeling in the health care sector: a survey. Simulation 88(2):197–216

    Article  Google Scholar 

  7. Norouzzadeh S, Riebling N, Carter L, Conigliaro J, Doerfler ME, Simulation modeling to optimize healthcare delivery in an outpatient clinic, 2015/5/6, Winter Simulation Conference (WSC), Huntington Beach, CA, 1355–1366

    Google Scholar 

  8. J. Song, Y. Qiu and Z. Liu, A real-time access control of patient service in the outpatient clinic, in IEEE Trans Autom Sci Eng, 758–771

    Google Scholar 

  9. Zandieh SO et al (2008) Challenges to EHR implementation in electronic- versus paper-based office practices. J Gen Int Med, 2008/3/28 23(6):755–761

    Article  Google Scholar 

  10. Saengpassa C (2015) It’s time to fix Thailand’s dire healthcare system, The Nation, 2015/10/27 http://www.nationmultimedia.com/politics/Its-time-to-fix-Thailands-dire-healthcare-system-30271664.html. Accessed 21 Feb 2019

  11. Number of patients that physicians in the U.S. saw per day from 2012 to 2016 (2018), The Statistics Portal, 2018/5. https://www.statista.com/statistics/613959/us-physicans-patients-seen-per-day/. Accessed 21 Feb 2019

  12. Mearian L (2017) CW@50: data storage goes from $1M to 2 cents per gigabyte (+video) 2018/06 https://images.techhive.com/assets/2017/4/10/cw-50th-anniversary-storage-trends.pdf. Accessed 21 Feb 2019

  13. Evan C, Michael BS, Samuel S (2016) The cost of a computer the year you were born, 2016/4/15 https://247wallst.com/special-report/2016/4/15/how-much-a-computer-cost-the-year-you-were-born/3/. Accessed 21 Feb 2019

  14. CMS (2018) CMS’ program history - Medicare & Medicaid 2018/6/20 https://www.cms.gov/About-CMS/Agency-information/History/. Accessed 21 Feb 2019

  15. IBM (2018) History of IBM 1960s - 1966, 2018/4 https://www-03.ibm.com/ibm/history/history/year_1966.html. Accessed 21 Feb 2019

  16. The University of Scranton, EMR: The Progress to 100% Electronic Medical Records https://elearning.scranton.edu/resource/health-human-services/emr_the-progress-to-100-percent-electronic-medical-records. Accessed 21 Feb 2019

  17. HL7 (2018) About HL7, 2018 http://www.hl7.org/about/index.cfm?ref=common. Accessed 21 Feb 2019

  18. Spronk R (2014) The early history of health level 7, Whitepaper, 2014/9/5 http://www.ringholm.com/docs/the_early_history_of_health_level_7_HL7.htm. Accessed 21 Feb 2019

  19. HL7 (2018) HL7 Fast Healthcare Interoperability Resources Specification (FHIR®), DSTU Release 1, 2018 http://www.hl7.org/implement/standards/product_brief.cfm?product_id=343. Accessed 21 Feb 2019

  20. Electronic data interchange (2018) https://en.wikipedia.org/wiki/Electronic_data_interchange. Accessed 21 Feb 2019

  21. EDI Basics (2018) Different Types of EDI and a Range of Approaches to Enabling EDI Across a Trading Community, 2018 https://www.edibasics.com/types-of-edi/. Accessed 21 Feb 2019

  22. X12 Document List (2018) https://en.wikipedia.org/wiki/X12_Document_List. Accessed 21 Feb 2019

  23. ECCMA (2018) https://eccma.org/. Accessed 21 Feb 2019

  24. ICD-10 Version:2010 (2018), http://apps.who.int/classifications/icd10/browse/2010/en. Accessed 21 Feb 2019

  25. SNOMED CT (2018) SNOMED International determines global standards for health terms, an essential part of improving the health of humankind, 2018 https://www.snomed.org/snomed-ct. Access 21 Feb 2019

  26. American Medical Association (2018) CPT®(Current Procedural Terminology), 2018 https://www.ama-assn.org/practice-management/cpt-current-procedural-terminology. Accessed 21 Feb 2019

  27. RxNorm (2018) https://www.nlm.nih.gov/research/umls/rxnorm/ Accessed 21 Feb 2019

  28. LOINC (2018) https://en.wikipedia.org/wiki/LOINC. Accessed 21 Feb 2019

  29. RadLex (2018) https://www.rsna.org/RadLex.aspx. Accessed 21 Feb 2019

  30. Unified Medical Language System®(UMLS®) (2018) https://www.nlm.nih.gov/research/umls/knowledge_sources/metathesaurus/. Accessed 21 Feb 2019

  31. DICOM. Digital Imaging Communications in Medicine (DICOM) (2018) https://www.dicomstandard.org/. Accessed 21 Feb 2019

  32. Danforth KN et al (2014) Electronic clinical surveillance to improve outpatient care: diverse applications within an. Integr Deliv Syst 2(1):921

    Google Scholar 

  33. Sun J et al (2017) Reducing waiting time and raising outpatient satisfaction in a Chinese public tertiary general hospital-an interrupted time series study. BMC Public Health 17(668):1–11

    Google Scholar 

  34. Virtual (2014) Augmented reality and serious games for healthcare 1. Intelligent systems reference library. Springer, Berlin Heidelberg

    Google Scholar 

  35. Albua M, Atackb L, Srivastavaa I (2015) Simulation and gaming to promote health education: results of a usability test. Health Educ J 74(2):244–254

    Article  Google Scholar 

  36. Anderson GO (2016) Video games: attitudes and habits of adults age 50-plus. 2016/5 https://www.aarp.org/research/topics/technology/info-2016/electronic-gaming-research-adults-50plus.html. Accessed 21 Feb 2019

  37. Baranowski T et al (2016) Games for health for children-current status and needed research, vol 5, pp 1), 1–1),12

    Google Scholar 

  38. Feinstein RE, Yager J (2017) A live threat violence simulation exercise for psychiatric outpatient departments: AValuable aid to training in violence prevention. Acad Psychiatry

    Google Scholar 

  39. Fernández-Aranda F et al (2012) Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study. J Ment Health 21(4):364–374

    Article  Google Scholar 

  40. Ficklscherer A et al (2014) Testing the feasibility and safety of the Nintendo Wii gaming console in orthopedic rehabilitation: a pilot randomized controlled study. Arch Med Sci 12(6):1273–1278

    Google Scholar 

  41. Gauthier LV et al (2017) Video game rehabilitation for outpatient stroke (VIGoROUS): protocol for a multicenter comparative effectiveness trial of inhome gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis. BMC Neurol 17(109):1–18

    Google Scholar 

  42. Johnson D et al (2016) Gamification for health and wellbeing: a systematic review of the literature. Internet Interv 6:89–106

    Article  Google Scholar 

  43. Lemheney AJ et al (2016) Developing virtual reality simulations for office-based medical emergencies. Virtual World Res 9(1):1–18

    Google Scholar 

  44. Rendon AA et al (2012) The effect of virtual reality gaming on dynamic balance in older adults. Age Ageing 41:549–552

    Article  Google Scholar 

  45. Gentry S et al. (2016) Serious gaming and gamification interventions for health professional education, Cochrane Database of Systematic Reviews

    Google Scholar 

  46. Wattanasoontorn V, Hernandez RJG, Sbert M (2012) Serious games for e-health care, In 25th annual conference on computer animation and social agents (CASA 2012)

    Google Scholar 

Download references

Acknowledgment

This project was partially supported by Faculty of Information and Communication Technology, Mahidol University. The authors would like to thank Padcharporn Luekhamhan, Suvee Chayakulkeeree, and Phuriwat Saitongin for their valuable discussions and graphical drawings.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Pattanasak Mongkolwat .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Singapore Pte Ltd.

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Mongkolwat, P., Prachyabrued, M., Siriapisith, T., Hu, CL., Shih, T.K. (2019). A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care. In: Hamada, R., et al. Neo-Simulation and Gaming Toward Active Learning. Translational Systems Sciences, vol 18. Springer, Singapore. https://doi.org/10.1007/978-981-13-8039-6_4

Download citation

Publish with us

Policies and ethics