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Id : 2452

Author :
Abd-Alrazaq A.; Abuelezz I.; Hassan A.; AlSammarraie A.; Alhuwail D.; Irshaidat S.; Abu Serhan H.; Ahmed A.; Alabed Alrazak S.; Househ M.


Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review

Reference :

Abd-Alrazaq A.; Abuelezz I.; Hassan A.; AlSammarraie A.; Alhuwail D.; Irshaidat S.; Abu Serhan H.; Ahmed A.; Alabed Alrazak S.; Househ M. Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review,JMIR Serious Games 10 4

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Abstract Background: Artificial intelligence (AI)–driven serious games have been used in health care to offer a customizable and immersive experience. Summarizing the features of the current AI-driven serious games is very important to explore how they have been developed and used and their current state to plan on how to leverage them in the current and future health care needs. Objective: This study aimed to explore the features of AI-driven serious games in health care as reported by previous research. Methods: We conducted a scoping review to achieve the abovementioned objective. The most popular databases in the information technology and health fields (ie, MEDLINE, PsycInfo, Embase, CINAHL, IEEE Xplore, ACM Digital Library, and Google Scholar) were searched using keywords related to serious games and AI. Two reviewers independently performed the study selection process. Three reviewers independently extracted data from the included studies. A narrative approach was used for data synthesis. Results: The search process returned 1470 records. Of these 1470 records, 46 (31.29%) met all eligibility criteria. A total of 64 different serious games were found in the included studies. Motor impairment was the most common health condition targeted by these serious games. Serious games were used for rehabilitation in most of the studies. The most common genres of serious games were role-playing games, puzzle games, and platform games. Unity was the most prominent game engine used to develop serious games. PCs were the most common platform used to play serious games. The most common algorithm used in the included studies was support vector machine. The most common purposes of AI were the detection of disease and the evaluation of user performance. The size of the data set ranged from 36 to 795,600. The most common validation techniques used in the included studies were k-fold cross-validation and training-test split validation. Accuracy was the most commonly used metric for evaluating the performance of AI models. Conclusions: The last decade witnessed an increase in the development of AI-driven serious games for health care purposes, targeting various health conditions, and leveraging multiple AI algorithms; this rising trend is expected to continue for years to come. Although the evidence uncovered in this study shows promising applications of AI-driven serious games, larger and more rigorous, diverse, and robust studies may be needed to examine the efficacy and effectiveness of AI-driven serious games in different populations with different health conditions. © Alaa Abd-alrazaq, Israa Abuelezz, Asma Hassan, AlHasan AlSammarraie, Dari Alhuwail, Sara Irshaidat, Hashem Abu Serhan, Arfan Ahmed, Sadam Alabed Alrazak, Mowafa Househ.



Heritage 0.0000
Archives 0.0000
Libraries 0.0000
Book and Press 0.0000
Visual Arts 0.0000
Performing Arts 0.0002
Audiovisual and Multimedia 0.9997
Architecture 0.0000
Adverstizing 0.0000
Art crafts 0.0000
General cultural dimension 0.0000
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