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In 911 Paramedic, players assume the role of a paramedic and rush to the scenes of accidents on the streets of Los Angeles. Players can handle over thirty real-life emergency situations.
"Designed for children and teens ages 10 to 15, Blood Tests: Exploring Our Incredible Blood is an interactive online program designed to introduce users to the fascinating facts that can be learned
"In this game you have to blood type three patients and give them blood transfusions. Are you able to do that?
This virtual game was developed to help train dental students in decision-making, diagnosis, and treatment protocols. In this realistic 3D environment, students and dental professionals can practice dental procedures and improve their skills.
Didget is a blood glucose meter from Bayer that connects with a Nintendo DS or Nintendo DS Lite handheld game system.
"This game lets you explore the key elements of the electrocardiogram from how to place the electrodes on the body for measuring the heart beats to how to analyze the mountains and valleys in the E
In Emergency Room: Code Red, players work as doctors in a hospital that is overcrowded and understaffed. After a riot breaks out over the hospital’s inefficiency, players treat patients with who have been stabbed or shot.
This game allows the player to experience what its like to be a real paramedic.
This game allows the player to “experience real-life emergency medical cases such as cardiac arrests, broken bones an life-threatening traumas as you respond to situations requiring you to revive,
Fitting CF into your Everyday Life was developed by the Starlight Children’s Foundation to help teens living with cystic fibrosis manage the disease and adhere to treatments.
This role-playing game is aimed at adolescent girls at risk of obesity. It encourages players to follow the food groups and serving suggestions of each while getting ample amounts of physical activity daily.
HumanSim is a simulation game for the PC designed to train and educate healthcare professionals in the areas of decision-making and assessment of patients during life-threatening situations.
Rats and mice have invaded diabetes summer camp and it is up to our diabetic elephant heroes, Packy & Marlon, to find food and diabetes supplies to save the camp. In four simulated days
"A colourful collection of tricks to make medical procedures less scary and sore. For kids and grown ups too!
"Using medical data from leading UK clinicians and automatic generation techniques, Patient Rescue supports health professionals to understand the signs of patient deterioration, use correct assessment protocols and intervene effectively."
"Spinal Tap: Discovering the Secrets of Spinal Fluid is an interactive online game which was developed as a tool for children and teens ages 10 to 14 to actively explore information about the spina
Spotlight on IV's is a quiz game that tests players’ knowledge of IV’s (intravenous).
"Symptom Scenes is an arcade game featuring a cast of cute characters suffering from Meningitis or Septicaemia. It's a race against time to recognize the symptoms and save as many as you can!
“In an effort to further raise awareness, Dutch researchers have created a game that challenges players to control a new pandemic.
This game allows the player to “experience and react to realistic patient encounters that require quick clinical responses, just like a real medical clinic.” The player will look at photographs of
Uncovering the Mysteries of Bone Marrow is a free, online interactive game about bone marrow and common treatments for leukemia such as biopsies, transplants, and aspirations.
Wee Willie Wheezie is an interactive PC game designed to educate children about asthma and effective strategies for managing it.
Rosenberg, B. H., Landsittel, D., & Averch, T. D. (2005). Can video games be used to predict or improve laparoscopic skills? Journal of Endourology, 19(3), 372-376.
Ahern, D. K. (2007). Challenges and opportunities of ehealth research. American Journal of Preventive Medicine, 32(5), S75-S82.
Lennon, J. L., & Coombs, D. W. (2006). Child-invented health education games: A case study for dengue fever. Simulation and Gaming, 37(1), 88-97.
Bickel, W. K., Marsch, L. A., Buchhalter, A. R., & Badger, G. J. (2008). Computerized behavior therapy for opioid-dependent outpatients: A randomized controlled trial. Experimental and Clinical Psychopharmacology, 16(2), 132-143.
Roubidoux, M. A., Chapman, C. M., & Piontek, M. E. (2002). Development and evaluation of an interactive web-based breast imaging game for medical students. Academic Radiology, 9(10), 1169-1178.
Yoo, J. S., Hwang, A. R., Lee, H. C., & Kim, C. J. (2003). Development and validation of a computerized exercise intervention program for patients with type 2 diabetes mellitus in Korea. Yonsei Medical Journal, 44(5), 892-904.
Patel, A., Schieble, T., Davidson, M., Tran, M. C., Schoenberg, C., Delphin, E., & Bennett, H. (2006). Distraction with a hand-held video game reduces pediatric preoperative anxiety. Pediatric Anesthesia, 16(10), 1019-1027.
Akl, E. A., Sackett, K., Pretorius, R., Erdley, S., Bhoopathi, P. S., Mustafa, R., & Schunemann, H. J. (2008). Educational games for health professionals. Cochrane Database of Systematic Reviews, (1).
Bhoopathi, P. S., & Sheoran, R. (2006). Educational games for mental health professionals. Cochrane Database of Systematic Reviews, (2).
Bouchard, S., Cote, S., St-Jacques, J., Robillard, G., & Renaud, P. (2006). Effectiveness of virtual reality exposure in the treatment of arachnophobia using 3D games. Technology and Health Care, 14(1), 19-27.
Gold, J. I., Kim, S. H., Kant, A. J., Joseph, M. H., & Rizzo, A. (2006). Effectiveness of virtual reality for pediatric pain distraction during IV placement. Cyberpsychology and Behavior, 9(2), 207-212.
Mellecker, R. R., & McManus, A. M. (2008). Energy expenditure and cardiovascular responses to seated and active gaming in children. Archives of Pediatrics and Adolescent Medicine, 162(9), 886-891.
Howell, K. (2005). Games for health conference 2004: Issues, trends, and needs unique to games for health. Cyberpsychology and Behavior, 8(2), 103-109.
Dahlquist, N. R., Mellinger, J. F., & Klass, D. W. (1983). Hazard of video games in patients with light-sensitive epilepsy. The Journal of the American Medical Association, 249(6), 776-777.
Morris, M. & Intille, S. (2005). HCI challenges in health assessment. In CHI '05 Extended Abstracts on Human Factors in Computing Systems (Portland, OR, USA, April 02 - 07, 2005). CHI '05. New York, NY: ACM.
Atack, L., & Luke, R. (2008). Impact of an online course on infection control and prevention competencies. Journal of Advanced Nursing, 63(2), 175-180.
Herndon, C. D., Decambre, M., & McKenna, P. H. (2001). Interactive computer games for treatment of pelvic floor dysfunction. Journal of Urology, 166(5), 1893-1898.
Goran, M. I., & Reynolds, K. (2005). Interactive multimedia for promoting physical activity (IMPACT) in children. Obesity Research, 13(4), 762-771.
Nett, M. P., Collins, M. S., & Sperling, J. W. (2008). Magnetic resonance imaging of acute "Wiiitis" of the upper extremity. Skeletal Radiology, 37(5), 481-483.
Schneider, M., Dunton, G. F., & Cooper, D. M. (2007). Media use and obesity in adolescent females. Obesity, 15(9), 2338-2335.
Staiano, A. E., Abraham, A. A., & Calvert, S. L. (2012). Motivating effects of cooperative exergame play for overweight and obese adolescents. Journal of Diabetes Science and Technology, 6(4), 812-819.
Macgregor, D. M. (2000). Nintendonitis?: A case report of repetitive strain injury in a child as a result of playing computer games. Scottish Medical Journal, 45(5), 150.
Overweight/obesity and factors associated with body mass index during adolescence: The VYRONAS study
McKenna, P. H., Herndon, C. D., Connery, S., & Ferrer, F. A. (1999). Pelvic floor muscle retraining for pediatric voiding dysfunction using interactive computer games. Journal of Urology, 162(3), 1056-1062.
Karim, S. A. (2005). PlayStation thumb – a new epidemic in children. South African Medical Journal, 95(6), 412.
Funk, J. B. (1993). Reevaluating the impact of video games. Clinical Pediatrics, 32(2), 86-90.
Takahashi, C. D., Der-Yeghiaian, L., Rehan, V. L., Motiwala, R., & Cramer, S. C. (2008). Robot-based hand motor therapy after stroke. Brain: A Journal of Neurology, 131(2), 425-437.
Millett, C. J., Fish, D. R., Thompson, P. J., & Johnson, A. (1999). Seizures during video-game play and other common leisure pursuits in known epilepsy patients without visual sensitivity. Epilepsia, 40(4), 59-64.
Lennon, J. L., & Coombs, D. W. (2002). Study of child-invented health educational games on dengue fever. Dengue Bulletin, 26, 195-202.
Latessa, R., Harman, J. H., Hardee, S., & Scmidt-Dalton, T. (2004). Teaching medicine using interactive games: Development of the "Stumpers" quiz show game. Family Medicine, 36(9), 616.
Christaskis, D., Ebel, B., Rivara, F., & Zimmerman, F. (2004). Television, video, and computer game usage in children under 11 years of age. Journal of Pediatrics, 145(5), 652-656.
Mellecker, R. R., McManus, A. M., Lanningham-Foster, L. M., & Levine, J. A. (2009). The feasibility of ambulatory screen time in children. International Journal of Pediatric Obesity, 4(2), 106-111.
Sonneville, K. R., & Gortmaker, S. L. (2008). Total energy intake, adolescent discretionary behaviors and the energy gap. International Journal of Obesity, 32(S6), S19-S27.
Johnston, J. D., Massey, A. P., & Marker-Hoffman R. L. (2012). Using an alternate reality game to increase physical activity and decrease obesity risk of college students. Journal of Diabetes Science and Technology, 6(4), 828-838.
Hansen, M. M. (2008). Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: A review of the literature. Journal of Medical Internet Research, 10(3), e26.
Ferrie, C. D., De Marco, P., Grunewald, R. A., Giannakodimos, S., & Panayiotopoulos, C. P. (1994). Video game induced seizures. Journal of Neurology, Neurosurgery, and Psychiatry, 57(8), 925-931.
Griffiths, M. (2005). Video games and health. British Medical Journal, 331, 122-123.
Szer, J. (1983). Video games as physiotherapy. The Medical Journal of Australia, 1(9), 401-402.
Kasteleijn-Nolst Trenite, D. G., Martins da Silva, A., Ricci, S., Binnie, C. D., Rubboli, G., Tassinari, C. A., & Segers, J. P. (1999). Video-game epilepsy: A European study. Epilepsia, 40(4), 70-74.
Mantovani, F., Castelnuovo, G., Gaggioli, A., & Riva, G. (2003). Virtual reality training for health-care professionals. Cyberpsychology and Behavior, 6(4), 389-395.
A collection of 3D models, textures, software, images, and photos that portray depictions which are in some way related to the medical and science fields.
Archimage is a design studio that designs computer games, particularly games for health, and offers services in web design, computer animation, and multimedia.
A blog created by Clark Aldrich, a designer of simulations and innovative software techniques. .The blog’s tagline is “Field Notes From The World’s Go-To Guy on Educational Simulations.”
Crumple It Up, Another Humana Innovation, offers this blog that focuses on health innovation, health technology, and personal journeys.
Dosch Design offers a collection of high resolution human, medical, and character textures in both 2D and 3D formats; audio; images; and more.
The University of Nebraska Medical Center provides an index that directs users to sites around the web that provide general medical images.
Humana Games for Health develops health-related games and offers recent news, research, and links to play games that provide physical and mental workouts.
A google search for finding medical and health related 2D and 3D art resources that are the result of using "medical images" as the search term.
A collection containing numerous 3D models and textures that depict medical and health related images for varying quality and price.
"Pharmacy related resources for the consumers, students, pharmacists, and health care professionals. Includes drug information, reliable links, and pharmacy school data."
"Founded in 1990, Argosy Publishing delivers technology-based, content development unequalled anywhere.
"BluePrint Healthcare IT (“BluePrint”) is recognized for its leadership in healthcare technology, providing hospitals, healthcare systems, and other healthcare organizations with products and servi
"The Center for Health Transformation is a high-impact collaboration of private and public sector leaders committed to creating a 21st Century Intelligent Health System that saves lives and saves money for all Americans."
"We are a group of people who share the Centre's vision to improve health for all through information and communication technologies (ICTs)."
"The ultimate goal is to improve the health services and improving the quality of service outcomes."
"ClickHealth focuses on developing technologies and piloting solutions in various developing countries with an aim to test medical feasibility and social acceptance.
"CPL is an interdisciplinary lab and draws additional expertise from partner labs in Mayo Clinic, University of Texas Medical School, Methodist Hospital, and SUNY Buffalo.
"The eHealth Initiative is an independent, non-profit affiliated organization whose missions is to drive improvement in the quality, safety, and efficiency of healthcare through information and inf
"As the world’s leading provider of science and health information, Elsevier serves more than 30 million scientists, students and health and information professionals worldwide."
"Games for Health is a project produced by The Serious Games Initiative, a Woodrow Wilson International Center for Scholars effort that applies cutting edge games and game technologies to a range o
"We have a challenging and inspiring mission: to improve the quality of human life by enabling people to do more, feel better and live longer.
"With more than 20 years of experience, HCPro, Inc., is a leading provider of integrated information, education, training, and consulting products and services in the vital areas of healthcare regu
"The Health e-Technologies Initiative functioned as a National Program Office of the Robert Wood Johnson Foundation from February 2002 through April 2009.
"Health Hero Network is a leading innovator of technology solutions for remote health monitoring and management.
"Hindawi Publishing Corporation is a commercial publisher of peer-reviewed journals covering a wide range of academic disciplines.
"iConecto is a leading experiential media Solutions firm focused on superior health and performance.
"Inderscience is a publisher of high quality peer-reviewed international journals..."
"IRMA is an international organization dedicated to advancing the research community by bringing together researchers, practitioners, academicians, and policy makers in information technology man
"Jessica Kingsley Publishers is a wholly independent company, committed to publishing books that make a difference. We publish books for professional and general readers in a range of subjects.
"KidsHealth is the largest and most-visited site on the Web providing doctor-approved health information about children from before birth through adolescence.
"Legacy Interactive® is a seasoned developer of innovative simulations and games on all major interactive platforms.
"The Massachusetts Health Data Consortium is a non-profit organization that creates, promotes, and supports collaborative efforts to improve health and healthcare using health data and health information technology."
"MeYou Health is a company dedicated to helping people pursue, achieve and maintain a more healthful life by improving their well-being every day.
Developer of the game At-Risk, "Mental Health Association of New York City (MHA-NYC) is a nonprofit organization that addresses mental health needs in New York City and across the nation.
Developer of many games including the Brains Rule Games and Sara’s Quest, "NIDA's mission is to lead the Nation in bringing the power of science to bear on drug abuse and addiction."
Publisher of the game My Student Body and more, "The National Institutes of Health (NIH), a part of the U.S. Department of Health and Human Services, is the primary Federal agency for conducting and supporting medical research."
"The mission of Nobel Media is to spread information and knowledge about the Nobel Prize and the Nobel Laureates and their Nobel Prize awarded achievements.
"Numedeon, Inc. is the proud creator of Whyville.net, the leading educational virtual world for children ages 8 to 15. Whyville was launched in 1999 by Numedeon, Inc.
"Created by Congress in 1976, the Office of Disease Prevention and Health Promotion (ODPHP) plays a vital role in developing and coordinating a wide range of national disease prevention and health promotion strategies."
"Project HealthDesign is forging a new vision of personal health records (PHRs) by exploring practical ways to capture and integrate patient-recorded observations of daily living (ODLs) into clinical care."
"Purdue University in West Lafayette is the main campus of the Purdue University System in Indiana. As the home to over 41,000 students, the campus is a city unto itself that offers over 200 academic programs for undergraduates."
"The Robert Wood Johnson Foundation seeks to improve the health and health care of all Americans.
"At Schering-Plough, we aspire to earn the trust of doctors, patients and customers by providing a steady flow of innovative, science-based medicines and services that improve the health and well-being of people around the world."
"SimHealth Consulting Services, LLC, was founded in 2005 by leaders in the areas of simulation programs, facility implementations and curriculum design.
"The Society of Behavioral Medicine is a multidisciplinary organization of clinicians, educators, and scientists dedicated to promoting the study of the interactions of behavior with biology and th
"Our Mission: To consolidate and build on the achievements of the past five years in improving access to health care for all and reducing inequity, and to focus on working in partnership with other
"Southern Adventist University is a co‑educational institution established by the Seventh‑day Adventist Church, offering master’s, baccalaureate, and associate degrees, and one-year certificates."
"At SuperBetter Labs, we apply technology and design to empower individuals and communities to lead epic lives. Epic lives are about whole-hearted engagement with joy and challenge.
"The Association of Medical Illustrators furthers the use of visual media to advance life sciences, medicine, and healthcare through a worldwide network of specialized interdisciplinary professionals."
"Our mission is to use scientific knowledge to help adults boost and maintain their brain functions. Our goal is to provide your loved-ones or your residents with fun and stimulating brain exercises."
"The University of Illinois is among the preeminent public universities of the nation and strives constantly to sustain and enhance its quality in teaching, research, public service and economic development. "
"The University of Louisiana at Lafayette, the largest member of the University of Louisiana System, is a public institution of higher education offering bachelor’s, master’s, and doctoral degrees."
Developer of the game Watch, Discover, Think, and Act, "The University of Texas Health Science Center at Houston (UTHealth) was created by the U.T. System Board of Regents and supported by the Texas Legislature in 1972.
"As one of the preeminent research universities in the world, the U offers students a transformative education that sets the foundation for a lifetime of success, innovative ideas and healthy participation in a global community."
"Xavier Studio is an award-winning creative arts studio providing visual communications for biomedical, pharmaceutical, and educational products."



























































































































































































































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