Using the Re-Mission randomized controlled trial as a case study https://t.co/wmSw4HlkT2 I will talk about scientific evaluations of games at the Games for Change Summit Abu Dhabi on Oct. 11. Do you have any questions about evaluating the effects of #seriousgames? https://t.co/5HGZ5xnSjf
A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial.
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May 2018 – Sep 2025Where it's discussed
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News30 articles
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Blogs14 articles
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X / Twitter5 posts
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YouTube3 videos
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Bluesky1 posts
AI synopsis
What people are saying
The discussions reflect a balanced interest and understanding of the research, with examples such as references to the Re-Mission trial and scientific evaluations, emphasizing the potential of gamified approaches in healthcare. The tone is informational and slightly enthusiastic, highlighting the scientific validity and future relevance of serious games in improving treatment outcomes.
Most discussions recognize the positive findings of the study, mentioning improvements in medication adherence and behavioral outcomes.
Posts show moderate curiosity, referencing specific trials and their implications, like the Re-Mission trial and scientific evaluations of serious games.
Posts display a fair level of engagement by discussing methods, such as controlled trials and conferences, and sharing examples like antibiotic taking and media coverage.
The discussions suggest a belief that such research could influence future gaming and medical interventions, with mentions of conferences and evaluations indicating broader impact.
Abstract in brief
- The study tested whether a video game could improve medication adherence, self-efficacy, and knowledge among adolescents and young adults with cancer, and it found that players in the game group showed better adherence and increased confidence and understanding about their treatment.
- Conducted across 34 medical centers in the US, Canada, and Australia with 375 patients aged 13-29, the trial measured outcomes like medication adherence (using electronic monitoring and serum tests), stress, and quality of life over three months.
- Results showed that the video game significantly enhanced medication adherence and cancer-related knowledge and self-efficacy, although it did not impact stress levels or overall quality of life, supporting the use of gamified tools for education and behavioral support in cancer care.]
Top posts
Most liked on X and BlueskyI'm not saying I'm the smartest gaming history youtuber out there BUT... I'm glad I know how to read
@sonu_monika @Hopelab A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial Pamela M Kato 1, Steve W Cole, Andrew S Bradlyn, Brad H Pollock Affiliations expand PMID: 18676516 DOI: 10.1542/peds.2007-3134
Game players took 16% more of their prescribed antibiotics and had 40% more oral chemotherapy metabolites in their blood than young adults in the nongaming control #GameBasedLearning https://t.co/eruRm7lmXj
RT @pamkato: Using the Re-Mission randomized controlled trial as a case study https://t.co/wmSw4HlkT2 I will talk about scientific evaluat…
@PsychoPuur https://t.co/wmSw4HCVKA
All mentions
Video Game Enhances Treatment Adherence and Self-Efficacy in Young Cancer Patients
This study tested whether a video game could improve medication adherence, self-efficacy, and knowledge among adolescents and young adults with cancer. Results showed the game significantly boosted adherence…
Effects of Tetris Game on Trauma Flashback Reduction
This video explores the cognitive science proposal that playing Tetris may help reduce flashbacks related to trauma. Based on research insights, it highlights the mental health benefits associated with engaging in…
Impact of Violent Video Games on Aggressive Behavior and Crime Rates
This video reviews studies examining the relationship between violent video games and aggressive behavior, discussing effects on cognition, emotions, physiological arousal, and potential links to violent crime…
I'm not saying I'm the smartest gaming history youtuber out there BUT... I'm glad I know how to read
@sonu_monika @Hopelab A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial Pamela M Kato 1, Steve W Cole, Andrew S Bradlyn, Brad H Pollock Affiliations expand PMID: 18676516 DOI: 10.1542/peds.2007-3134
Game players took 16% more of their prescribed antibiotics and had 40% more oral chemotherapy metabolites in their blood than young adults in the nongaming control #GameBasedLearning https://t.co/eruRm7lmXj
RT @pamkato: Using the Re-Mission randomized controlled trial as a case study https://t.co/wmSw4HlkT2 I will talk about scientific evaluat…
Using the Re-Mission randomized controlled trial as a case study https://t.co/wmSw4HlkT2 I will talk about scientific evaluations of games at the Games for Change Summit Abu Dhabi on Oct. 11. Do you have any questions about evaluating the effects of #seriousgames? https://t.co/5HGZ5xnSjf
@PsychoPuur https://t.co/wmSw4HCVKA
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