Title
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Games/gaming for health
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Author
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Abstract
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Serious digital games use the game's entertaining characteristics for a “serious” health learning, treatment, or behavior change purpose. Serious digital games have been used and shown to be effective in a variety of health settings (i.e., medical training, rehabilitation, mental health treatment, prevention and health promotion). Effects are, however, not always observed for all outcomes and behavioral changes may be short-lived. More experimental research is needed on what drives effectiveness. Current insights show that theoretical foundations and individual tailoring are important for serious digital health games' effects. The intrinsically motivating, fun aspect of games is expected to rub off on the health context itself and intensify the engagement with health interventions. Different aspects of the game can increase user engagement, including aesthetics, mechanics, and dynamics. Care needs to be taken when designing serious digital games for health to avoid potential negative effects, for example on aggression, addiction, and sleep. Some considerations in perceived realism and metaphorical representations may also be needed to ensure transfer effects to real-life situations are achieved. Although the field of serious digital health games has vastly expanded in recent years and its potential has been amply demonstrated, some challenges remain. These include a need for more sufficiently powered experimental studies into moderators of effects, and using options that can reduce cost and development time, that is, integrating open-source and commercial off-the-shelf tools. |
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Language
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English
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Source (book)
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The international encyclopedia of health communication / Ho, E.Y. [edit.]; et al.
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Source (series)
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The Wiley Blackwell-ICA international encyclopedias of communication
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Publication
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Wiley Blackwell
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2022
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ISBN
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978-0-470-67395-9
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DOI
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10.1002/9781119678816.IEHC0616
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Medium
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E-only publicatie
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Full text (Publisher's DOI)
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