Games for staying healthy? – Research says yes!

Games for staying healthy? – Research says yes!

(by Julia Bruntsch, Kerstin Janetta and Lorenz Harst)

One of the most popular examples for the use of gamification in healthcare is the mHealth game Pokémon GO (Figure 1), with almost 150 million active users per month. Whether catching Pokemon with the smartphone or using other gaming activities helps increasing healthy behavior or disease self-management is discussed by two students from the Health Information Management seminar taught by members of Care4Saxony. (mehr …)

Teilnahme an der Konferenz HEALTHINF2019 in Prag

Teilnahme an der Konferenz HEALTHINF2019 in Prag

Auch im Jahr 2019 wird unsere Nachwuchsforschergruppe wieder auf der Konferenz HEALTHINF mit einer Publikation vertreten sein. Unser eingereichter Beitrag „Navigating the Jungle of Assistance Systems: A Comparison of Standards for Assistance Functionality“ wurde positiv begutachtet und wird im Februar 2019 der internationalen Wissenschaftsgemeinde präsentiert. Bastian Wollschlaeger wird am Freitag, 22.02. im Track „ICT, Ageing and Disability“ ab 17:45 Uhr unsere Untersuchungen zur Vollständigkeit existierender Standards im Bereich häuslicher Assistenzsysteme vorstellen. Interessierte Zuhörer sind gern willkommen!

 

Latest eHealth Innovations – Current Trends

Latest eHealth Innovations – Current Trends

(by Christoph Sager and Katja Winkler)

Within the first quarter of the 21st century, a continuous trend of small, innovative enterprises trying to enter established industries in the search for scalable business models for health interventions can be seen. This is also true for the health sector. Especially the occurrence of new technologies and ubiquitous devices like smartphones created unknown possibilities for startups to enter areas formally only open to medical experts.

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