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Electronic Health E-health is referred to any communication technology, which could have impact on behavior change, physical activity, and dieting 1. One of the E-health tools is electronic intervention E-intervention that means treatment, prevention, management, and physical and mental health promotion with or without the support of human 2 , which finally leads to promotion of healthy behaviors and reduction of health problems. The application of E-intervention in healthcare is divided into four areas Fig. As shown in Table 1 , these interventions have significant impact in reducing costs and medical errors, increasing efficiency of health services and quality of care, improving the registration, storage, and retrieval system, facilitating healthcare information sharing between the patient and the treatment team, and promoting knowledge through the accessibility of resources and useful information to optimize decision making 1 , 3 — 8. The most effective interventions are E-games due to their attractiveness and entertainment for the users for improving knowledge and skills to solve the problems related to health care 2. This technology first created by Joyboard in has multiple applications in educational, physical, psychological, nutritional, and disease areas. Healthcare companies are also becoming active in the E-games market and offer a series of E-games for teaching children to eat healthier foods and increase physical activity. For example, cancer fighting games for teens worldwide has been demonstrated to empower teens in their battles with cancer and other games to help prevent obesity and manage childhood diabetes 9. The benefits of E-games in healthcare are positive changes in healthy behaviors, disease prevention, diagnosis, treatment, promotion of awareness about risk factors, and Improvement in the quality of life 1. In fact, E-games by offering educational tips can be effective on promoting public health.
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Electronic Health E-health is referred to any communication technology, which could have impact on behavior change, physical activity, and dieting 1. One of the E-health tools is electronic intervention E-intervention that means treatment, prevention, management, and physical and mental health promotion with or without the support of human 2 , which finally leads to promotion of healthy behaviors and reduction of health problems. The application of E-intervention in healthcare is divided into four areas Fig.

As shown in Table 1 , these interventions have significant impact in reducing costs and medical errors, increasing efficiency of health services and quality of care, improving the registration, storage, and retrieval system, facilitating healthcare information sharing between the patient and the treatment team, and promoting knowledge through the accessibility of resources and useful information to optimize decision making 1 , 3 — 8.

The most effective interventions are E-games due to their attractiveness and entertainment for the users for improving knowledge and skills to solve the problems related to health care 2. This technology first created by Joyboard in has multiple applications in educational, physical, psychological, nutritional, and disease areas.

Healthcare companies are also becoming active in the E-games market and offer a series of E-games for teaching children to eat healthier foods and increase physical activity. For example, cancer fighting games for teens worldwide has been demonstrated to empower teens in their battles with cancer and other games to help prevent obesity and manage childhood diabetes 9.

The benefits of E-games in healthcare are positive changes in healthy behaviors, disease prevention, diagnosis, treatment, promotion of awareness about risk factors, and Improvement in the quality of life 1. In fact, E-games by offering educational tips can be effective on promoting public health. Finally, there are three functional requirements for the implementation of E-game in healthcare that include development of an appropriate systems and tools, assessment of the interaction with users, and establishment of cognitive behavior indicators National Center for Biotechnology Information , U.

Iran J Public Health. Author information Article notes Copyright and License information Disclaimer. Received Jun 4; Accepted Jun This article has been cited by other articles in PMC. Dear Editor-in-Chief Electronic Health E-health is referred to any communication technology, which could have impact on behavior change, physical activity, and dieting 1. Open in a separate window. Table 1: The impacts of E-interventions based on reviewed studies. Acknowledgements The authors declare that there is no conflict of interest.

Reference 1. Catwell L, Sheikh A. PLoS Med , 6 8 : e Telemed J E Health , 20 12 : — Games Health J , 4 5 : —6. Koch C, Buice MA. A Biological Imitation Game. Cell , 2 : — Games Health J , 5 1 : 1— J Clin Sleep Med , 11 10 : — Ajami S, Sarbaz M. The necessity of the use of mobile and wireless communications systems in hospital disasters.

Health Information Management , 11 6 : —6. In Persian. Interactive web-based lifestyle intervention and metabolic syndrome: findings from the Red Ruby a randomized controlled trial. Trials , 16 : Cognitive rehabilitation system for children with autism spectrum disorder using serious games: A pilot study. Biomed Mater Eng , 26 Suppl 1 : S — Support Center Support Center. External link. Please review our privacy policy.



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