title: Patient-empowerment interactive technologies.
abstract: Video games capture the rapt attention of an individual player's mind and body, providing new opportunities for personalized health care. An example of therapeutic interactive technologies is an incentive-based video game that translates physical exercise into mental empowerment via motivational metaphoric visualization in order to help patients psychologically overcome cancer. Such nonpharmacological interventions may enhance patients' resilience toward various chronic disorders via neuronal mechanisms that activate positive emotions and the reward system.
authors.affiliation: Department of Pediatrics, Primary Children's Medical Center, University of Utah, Salt Lake City, UT 84113, USA. carol.bruggers@imail.org
authors.forename: Carol S
authors.initials: CS
authors.lastname: Bruggers
authors.forename: Roger A
authors.initials: RA
authors.lastname: Altizer
authors.forename: Robert R
authors.initials: RR
authors.lastname: Kessler
authors.forename: Craig B
authors.initials: CB
authors.lastname: Caldwell
authors.forename: Kurt
authors.initials: K
authors.lastname: Coppersmith
authors.forename: Laura
authors.initials: L
authors.lastname: Warner
authors.forename: Brandon
authors.initials: B
authors.lastname: Davies
authors.forename: Wade
authors.initials: W
authors.lastname: Paterson
authors.forename: Jordan
authors.initials: J
authors.lastname: Wilcken
authors.forename: Troy A
authors.initials: TA
authors.lastname: D'Ambrosio
authors.forename: Massiell L
authors.initials: ML
authors.lastname: German
authors.forename: Glen R
authors.initials: GR
authors.lastname: Hanson
authors.forename: Lynn A
authors.initials: LA
authors.lastname: Gershan
authors.forename: Julie R
authors.initials: JR
authors.lastname: Korenberg
authors.forename: Grzegorz
authors.initials: G
authors.lastname: Bulaj
mesh_terms: D001921:Brain / Q000503:physiopathology; D006801:Humans; D010361:Patients; D011209:Power, Psychological; D018910:Video Games / Q000191:economics