Vol. 8 No. 2 (2009): Revista UIS Ingenierías
Articles

Online video games and social networks for sensitization on pulmonary tuberculosis

Miguel Àngel Niño Zambrano
Profesor Asociado, Universidad del Cauca
Bio
Hendrys Fabián Tobar Muñoz
Universidad del Cauca
Bio
Jonatan Lemos Zuluaga
Universidad del Cauca
Bio

Published 2009-12-02

Keywords

  • Videogames,
  • online social networks,
  • health,
  • tuberculosis prevention,
  • interaction,
  • planet TB
  • ...More
    Less

How to Cite

Niño Zambrano, M. Àngel, Tobar Muñoz, H. F., & Lemos Zuluaga, J. (2009). Online video games and social networks for sensitization on pulmonary tuberculosis. Revista UIS Ingenierías, 8(2), 127–140. Retrieved from https://revistas.uis.edu.co/index.php/revistauisingenierias/article/view/504

Abstract

This paper presents results in a research proyect based on the creation of a video game that uses social networking capabilities for the prevention of Pulmonary Tuberculosis. First, it presents a review that focuses on video games, online social networks and their uses health feld. This paper shows "Planet TB", a videogame that incorporates all of the described contents, as solution perspective.

Downloads

Download data is not yet available.

References

United Nations. 2008. Millenium Development Goals. Obtenido Noviembre 16 2008 desde: http://www.un.org/millenniumgoals.

United Nations. 2008. Combat HIV/AIDS & Other Diseases. Obtenido Noviembre 16 2008 desde: http://www.un.org/millenniumgoals/aids.shtml.

Tobar, H., Ceballos, Y., Manzano, D. y Acosta, M. 2008. Causas principales, comportamiento de la pandemia de Tuberculosis e impacto del estigma social. Estudio usando Dinámica de Sistemas. Reporte Técnico Universidad del Cauca, Colombia.

Baker, I. 2005. Tuberculosis y SIDA, Coctel Mortal, Revista Enkidu Salud/Sida/VIH.

De la Cruz, A.M. 2004. Tuberculosis y Afectividad. Revista Cubana de Medicina Tropicalv.56n.3.

Smith, I. 2008. Qué es el DOTS? Obtenido Noviembre 16 2008, desde: http://www.paho.org/spanish/dd/pub/Tuberculosis-55.pdf.

David, M. y Chen, S. 2005. Serious Games: Games that Educate Train and Inform. Thomson Course Technology.

Groff, J. y Hass, J. 2008. Web 2.0 Today’s Technology, Tomorrow’s learning. Learning & Leading with Technology magazine, 12–15.

Musser, J. 2006. Web 2.0 Principles and Best Practices. O’Reilly Media Inc. NewsCorp.

Kumar, R., Novak, J. y Tomkins, A. 2006. Structure and evolution of online social networks. In Proceedings of the 12th ACM SIGKDD international Conference on Knowledge Discovery and Data Mining (Philadelphia, PA, USA, August 20 - 23, 2006), 611-617.

Lampe, C., Ellison, N., y Steinfield, C. 2007. The Benefits of Facebook ’Friends’: ‘Social Capital and College Students’ Use of Online Social Network Sites. Journal of Computer-Mediated Communication.

Sanchez Rodríguez, P. 2006. La evolución de los videojuegos. Obtenido Noviembre 16 2008 desde: http://www.uib.es/depart/gte/edutec/edutec01/edutec/comunic/TSE33.html.

Santacruz, J. y Zapata, D. 2008. Videojuego basado en los síntomas de la tuberculosis pulmonar, usando un modelo de integración de audio al motor gráfico OGRE. Monografía de trabajo de grado, Universidad del Cauca, Colombia.

Miller, Frederic., Vandome Agnes., McBrewster John., Game Engine:First-person shooter engine, List of game engines, List of first-personshooter engines, Computer software, Video game, Microsoft Windows, Linux,Mac OS X, Rendering (computer graphics) (Paperback). 2009, Ed. AlphascriptPublishing.”

Tobar, H., Villarreal, A. y Muñoz, N. 2007. Videojuego aplicado al problema de lectura y escritura en niños disléxicos. Revista Enlace Informático, 41–50.

Shrestha-Kuwahara, R., Wilce, M., Joseph, H.A., Carey, J.W., Plank, R., y Sumartojo, E. 1999. Tuberculosis: research & Control, Anthropological Contribution. Obtenido Noviembre 16 2008 desde: http://www.findtbresources.org/scripts/index.cfm?FuseAction=Behavioral.

Boulos, M.N.K. y Wheeler, S. 2007. The emerging Web 2.0 social software: an enabling suite of sociable technologies in health. Health Information & Libraries Journal.

Molano, M. y Loné, P. M. 2006. La dimensión simbólica del jugador de videojuegos. icono14.net. Revista de comunicación y nuevas tecnologías, nº 8.

Rivera, O. S. 2006. Los videojuegos. Obtenido Noviembre 16 2008 desde: http://www.monografias.com/trabajos46/videojuegos/videojuegos.shtml.

Cuello, A.B. 2006. Los videojuegos. Acceso directo a las nuevas tecnologías. Revista Comunicación y Pedagogía: Nuevas tecnologías y recursos.

Meléndez, L.T. 2006. Estimulación y relax mental a través del uso de videopasatiempos de última generación: Nintendo DS® y The Touch Generations®. icono14.net. Revista de comunicación y nuevas tecnologías nº 8.

CIGNA. 2009. HopeLab’s Re-Mission Video Game. Obtenido Junio 30 de 2009 desde: https://secure.cigna.com/form/formmail/hopelab/re-mission_story.pdf.

Duffy, B.R., Goodman, L., Price, M., Eaton, S., Riedel, J., Sudol, J. y O’Hare, G.M.P. 2005. The TRUST Project: Immersive Play for Children in Hospitals and Rehabilitation. 4th Chapter Conference on Applied Cybernetics 2005 September 7-8, 2005, City University, London, United Kingdom.

Coyle, D., Matthews, M., Sharry, J., Nisbet, A. y Doherty, G. 2004. Personal Investigator: A therapeutic 3D game for adolescent psychotherapy. Journal of Interactive Technology & Smart Education.

Bates, B. 2004. Game Design. Course Technology PTR.

Escudero Sánchez, E. y Álvarez Morales, P. 2005. Programación Orientada A Objetos En Los Videojuegos. Revista del Departamento de Informática y Automática, Universidad de Salamanca.

Nitsckhe, B. 2008. Proffesional XNA Game Programming: For Xbox 360 & Windows. Ed. Wrox Press.

Carte, C. 2007. Microsoft XNA Unleashed. Ed. SAMS.

Cawood, S. y McGee, P. 2008. XNA Game Studio Creators Guide. Ed. Mc Graw Hill.

Haggith, M., Prabhub, R., Pierce, C., Ritchiea, B., Thomsond, A.y Mudavanhub, H. 2003. Infectious Ideas: Modelling the Diffusion of Ideas across Social Networks. Small-scale Forest Economics.

Lampe, C., Ellison, N., and Steinfield, C. 2006. A face(book) in the crowd: social Searching vs. social browsing. In Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work (Banff, Alberta, Canada, November 04 - 08, 2006), 167-170.

Coding 4 Fun. 2008. Coding 4 Fun - Facebook Developer Toolkit. Obtenido Noviembre 16 2008 desde: http://blogs.msdn.com/coding4fun/archive/2007/05/24/2854939.aspx.

Lampe, C., Ellison, N. B., and Steinfield, C. 2008. Changes in use and perception of facebook. In Proceedings of the ACM 2008 Conference on Computer Supported Cooperative Work (San Diego, CA, USA, November 08 - 12, 2008), 721-730.

Lampe, C., Ellison, N. y Steinfield, C. 2007. A Familiar Face(book): Profile Elements as Signals in an Online Social Network. Borrador Manuscrito: Enviado a CHI 2007.

Maloney-Krichmar, D. y Preece, J. 2005. A Multilevel Analysis of Sociability, Usability, and Community Dynamics in an Online Health Community. ACM Transactions on Computer-Human Interaction

Meier, D., Oswald, Y., A., Schmig, S. y Wattenhofer, R. 2008. On the windfall of friendship: inoculation strategies on social networks. ACM conference on Electronic commerce.

Nazir, A., Raza, S., y Chuah, C. 2008. Unveiling facebook: a measurement study of social network based applications. In Proceedings of the 8th ACM SIGCOMM Conference on internet Measurement (Vouliagmeni, Greece, October 20 - 22, 2008), 43-56.

Preece, J. y Maloney-Krichmar, D. 2003. Online Communities. Handbook of Human-Computer Interaction. Lawrence Erlbaum Associates Inc. Mahwah: NJ, 596-620.

Rigou, M., Sirmakessis, S., Stavrinoudis, D. y Xenos, M. 2007. Tools and Methods for Supporting Online Learning Communities and Their Evaluation. User-Centered Design of Online Learning Communities. IGI Publishing, 215-237.

Anderson, P. 2007. What is Web 2.0? Ideas, technologies and implications for education. Technology & Standards Watch.

World Health Organization. 2009. The Stop TB Strategy. Obtenido Junio 30 de 2009 desde: http://www.who.int/tb/strategy/en.

Fullerton T., Swain C. y Hoffman S. 2008. Game Design Workshop Second Edition. A Playcentric Approach to Creating Innovative Games. Morgan Kauffman.