Digital games as an effective approach for cancer management
Cancer is one of the most preventable and common chronic diseases which have economic, social, and mental burdens for patients, families, and society. Cancer may be monitored by new information technology. Digital games as a uniquely powerful interaction tool support optimal care control program operation in all dimensions. Digital games are the new and effective approach for cancer management.
The chronic nature of cancer is such that affects the body, mind, and the individual and social overall performance of the patient. Therefore, a comprehensive examination of the health and excellent lifestyles of those sufferers is of specific importance. Scientific proof indicates that the simplest part of persistent illnesses including most cancers are dealt with with the aid of using expert staff, even as most diseases are controlled with the aid of using the person and his family. Interventions based on self-management data can cause positive changes in attitudes and beliefs, improve the associated health information, development of health skills, and individual performance. Activities associated with lifestyle, including physical activity, nutrition and rest, control and monitoring of health status, activities of self-control, and adherence to remedy regime all through and after the treatment (chemotherapy and radiotherapy) are often used as self-control variables. In the past decades, an educational approach to patients with cancer has changed, improving the motivation of educators and patients. As a result, patients will gain more benefits. Traditional schooling appears enough to meet the knowledge needs of patients, however, the knowledge of the impact of psychosocial and environmental matters on affected person conduct caused to carry out training techniques to change the behavior of patients.
A wide variety of video games for health makes a specialty of learning and distraction, frequently dealing with chronic conditions, such as diabetes, asthma, and intense illness, including cancer. In the cancer care domain, digital video games are experiential, growing a platform for active getting to know. Rather than a didactic presentation requiring memorization or assimilation of out-of-context facts, video games promote situated getting to know in which patients discover and study through exploration and experimentation. Through gameplay, sufferers vicariously revel in desirable and undesirable consequences without putting themselves in harm’s way. By assisting patients to see the big picture, digital video games assist gamers in making significant connections among events, thereby growing the probability that knowledge and talents attained in the game world can be retained and carried out within the real world.
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