Pamela Kato

Dr. Pamela Kato

orcid

Research Focus & Metrics

Academic Career Length

36Years (1991-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 August 2008 in Pediatrics
Verified
Journal Article
Closed access
PDF file
PKPamela Kato
Pamela Kato
SCSteve W. Cole
Steve W. Cole
ABAndrew S. Bradlyn
Andrew S. Bradlyn
BPBrad H. Pollock
Brad H. Pollock
OBJECTIVE. Suboptimal adherence to self-administered medications is a common problem. The purpose of this study was to determine the effectiveness of a video-game intervention for improving adherence and other behavioral outcomes for adolescents and young adults with malignancies including acute leukemia, lymphoma, and soft-tissue sarcoma. METHODS. A randomized trial with baseline and 1- and 3-month assessments was conducted from 2004 to 2005 at 34 medical centers in the United States, Canada, and Australia. A total of 375 male and female patients who were 13 to 29 years old, had an initial or relapse diagnosis of a malignancy, and currently undergoing treatment and expected to continue treatment for at least 4 months from baseline assessment were randomly assigned to the intervention or control group. The intervention was a video game that addressed issues of cancer treatment and care for teenagers and young adults. Outcome measures included adherence, self-efficacy, knowledge, control, stress, and quality of life. For patients who were prescribed prophylactic antibiotics, adherence to trimethoprim-sulfamethoxazole was tracked by electronic pill-monitoring devices (n = 200). Adherence to 6-mercaptopurine was assessed through serum metabolite assays (n = 54). RESULTS. Adherence to trimethoprim-sulfamethoxazole and 6-mercaptopurine was greater in the intervention group. Self-efficacy and knowledge also increased in the intervention group compared with the control group. The intervention did not affect self-report measures of adherence, stress, control, or quality of life. CONCLUSIONS. The video-game intervention significantly improved treatment adherence and indicators of cancer-related self-efficacy and knowledge in adolescents and young adults who were undergoing cancer therapy. The findings support current efforts to develop effective video-game interventions for education and training in health care.

1 June 2010 in Review of General Psychology
Verified
Journal Article
Closed access
PKPamela Kato
Pamela Kato
Although a great deal of media attention has been given to the negative effects of playing video games, relatively less attention has been paid to the positive effects of engaging in this activity. Video games in health care provide ample examples of innovative ways to use existing commercial games for health improvement or surgical training. Tailor-made games help patients be more adherent to treatment regimens and train doctors how to manage patients in different clinical situations. In this review, examples in the scientific literature of commercially available and tailor-made games used for education and training with patients and medical students and doctors are summarized. There is a history of using video games with patients from the early days of gaming in the 1980s, and this has evolved into a focus on making tailor-made games for different disease groups, which have been evaluated in scientific trials more recently. Commercial video games have been of interest regarding their impact on surgical skill. More recently, some basic computer games have been developed and evaluated that train doctors in clinical skills. The studies presented in this article represent a body of work outlining positive effects of playing video games in the area of health care.

1 September 2007 in Journal of Adolescent Health
Verified
Journal Article
Closed access
IBIvan L. Beale
Ivan L. Beale
PKPamela Kato
Pamela Kato
VMVeronica M. Marin-Bowling
Veronica M. Marin-Bowling
NGNicole Guthrie
Nicole Guthrie
SCSteve W. Cole
Steve W. Cole

11 August 2015 in Games for Health Journal
Verified
Journal Article
Closed access
TBTom Baranowski
Tom Baranowski
FBFran Blumberg
Fran Blumberg
RBRichard Buday
Richard Buday
ADAnn DeSmet  
Ann DeSmet  
LFLynn E. Fiellin
Lynn E. Fiellin
KYKimberly Young
Kimberly Young
Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population's diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H.

16 February 2016 in Journal of Medical Internet Research
Verified
Journal Article
Open access
Kim Cornelia Marie Louise BulKim Cornelia Marie Louise Bul
Kim Cornelia Marie Louise Bul
PKPamela Kato
Pamela Kato
SOSaskia Van Der Oord
Saskia Van Der Oord
MDMarina Danckaerts
Marina Danckaerts
LVLeonie J Vreeke
Leonie J Vreeke
AMAthanasios Maras
Athanasios Maras
Journal of Medical Internet Research - International Scientific Journal for Medical Research, Information and Communication on the Internet

1 April 2019 in Games for Health Journal
Verified
Journal Article
Closed access
Andrea GauthierAndrea Gauthier
Andrea Gauthier
PKPamela Kato
Pamela Kato
KBKim C.M. Bul
Kim C.M. Bul
IDIan Dunwell
Ian Dunwell
AWAimee Walker-Clarke
Aimee Walker-Clarke
PLPetros Lameras
Petros Lameras
Nondigital board games are being used to engage players and impact outcomes in health and medicine across diverse populations and contexts. This systematic review and meta-analysis describes and summarizes their impact based on randomized and nonrandomized controlled trials. An electronic search resulted in a review of n = 21 eligible studies. Sample sizes ranged from n = 17 to n = 3110 (n = 6554 total participants). A majority of the board game interventions focused on education to increase health-related knowledge and behaviors (76%, n = 16). Outcomes evaluated included self-efficacy, attitudes/beliefs, biological health indicators, social functioning, anxiety, and executive functioning, in addition to knowledge and behaviors. Using the Cochrane Collaboration tool for assessing bias, most studies (52%, n = 11) had an unclear risk of bias (33% [n = 7] had a high risk and 14% [n = 3] had a low risk). Statistical tests of publication bias were not significant. A random-effects meta-analysis showed a large average effect of board games on health-related knowledge (d* = 0.82, 95% confidence interval; CI [0.15–1.48]), a small-to-moderate effect on behaviors (d* = 0.33, 95% CI [0.16–0.51]), and a small-to-moderate effect on biological health indicators (d* = 0.37, 95% CI [0.21–0.52]). The findings contribute to the literature on games and gamified approaches in healthcare. Future research efforts should aim for more consistent high scientific standards in their evaluation protocols and reporting methodologies to provide a stronger evidence base.