Use of "serious health games" in health care: a review

被引:26
|
作者
Adams, Samantha A. [1 ]
机构
[1] Erasmus Univ, Inst Hlth Policy & Management, Rotterdam, Netherlands
关键词
Health promotion; patient education; consumer health; serious games; PROJECT;
D O I
10.3233/978-1-60750-569-3-160
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
This inter-disciplinary literature review examines current and potential uses of so-called "Serious Games" in health care. Based on a core body of 51 articles about Serious Games (12 pertaining specifically to health care), it briefly examines examples of use for training professionals, but focuses mostly on how games are used for patient treatment or education and how they can be used for disease prevention and health promotion. This article highlights considerations that must be made when designing and implementing Serious Games for these purposes.
引用
收藏
页码:160 / 166
页数:7
相关论文
共 50 条
  • [21] Serious Games and Gamification: Health Care Workers’ Experience, Attitudes, and Knowledge
    Zoltan Katonai
    Rahul Gupta
    Sabina Heuss
    Thomas Fehr
    Mark Ebneter
    Thomas Maier
    Thomas Meier
    Donald Bux
    Jessica Thackaberry
    Andres R. Schneeberger
    Academic Psychiatry, 2023, 47 : 169 - 173
  • [22] Serious Games Without Screens. Comment on "Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review"
    Cosimini, Michael Joseph
    Watsjold, Bjorn
    Chan, Teresa M.
    JMIR SERIOUS GAMES, 2022, 10 (01):
  • [23] A Serious Games Framework for Health Rehabilitation
    Rego, Paula Alexandra
    Moreira, Pedro Miguel
    Reis, Luis Paulo
    INTERNATIONAL JOURNAL OF HEALTHCARE INFORMATION SYSTEMS AND INFORMATICS, 2014, 9 (03) : 1 - 21
  • [24] Serious Games for Health: The Potential of Metadata
    Goebel, Stefan
    Maddison, Ralph
    GAMES FOR HEALTH JOURNAL, 2017, 6 (01) : 49 - 56
  • [25] Architecture for Serious Games in Health Rehabilitation
    Rego, Paula Alexandra
    Moreira, Pedro Miguel
    Reis, Luis Paulo
    NEW PERSPECTIVES IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 2, 2014, 276 : 307 - 317
  • [26] Flow Adaptation in Serious Games for Health
    Alves, Tomas
    Gama, Sandra
    Melo, Francisco S.
    2018 IEEE 6TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SEGAH '18), 2018,
  • [27] Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review
    Maheu-Cadotte, Marc-Andre
    Dube, Veronique
    Cossette, Sylvie
    Lapierre, Alexandra
    Fontaine, Guillaume
    Deschenes, Marie-France
    Lavoie, Patrick
    JMIR SERIOUS GAMES, 2021, 9 (03):
  • [28] Smartphone-based serious games for mental health: a scoping review
    Gómez-Cambronero Á.
    Mann A.-L.
    Mira A.
    Doherty G.
    Casteleyn S.
    Multimedia Tools and Applications, 2024, 83 (36) : 84047 - 84094
  • [29] Serious games in child and adolescent health education campaigns: a systematic review
    Ancona, Angela
    Corea, Francesco
    Lombardo, Camilla
    Gentili, Donatella
    Mistretta, Antonio
    ANNALI DELL ISTITUTO SUPERIORE DI SANITA, 2024, 60 (04): : 274 - 282
  • [30] SERIOUS GAMES FOR HEALTH. IMPROVE YOUR HEALTH BY PLAYING
    Padilla Castillo, Graciela
    VIVAT ACADEMIA, 2018, (144): : 113 - 114