Abstract
Younger generations are extensive users of digital devices; these technologies have always existed and have always been a part of their lives. Video games are a big part of their digital experience. User-centered design is an approach to designing systems informed by scientific knowledge of how people think, act, and coordinate to accomplish their goals. There is an emerging field of intervention research looking into using these techniques to produce video games that can be applied to healthcare. Games with the purpose of improving an individual's knowledge, skills, or attitudes in the 'real' world are called 'Serious Games'. Before doctors and patients can consider using Serious Games as a useful solution for a health care-related problem, it is important that they first are aware of them, have a basic understanding of what they are, and what, if any, claims on their effectiveness exist. In order to bridge that gap, we have produced this concise overview to introduce physicians to the subject at hand.
Original language | English |
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Title of host publication | MEDINFO 2015 |
Subtitle of host publication | eHealth-Enabled Health - Proceedings of the 15th World Congress on Health and Biomedical Informatics |
Editors | Andrew Georgiou, Indra Neil Sarkar, Paulo Mazzoncini de Azevedo Marques |
Publisher | IOS Press |
Pages | 386-390 |
Number of pages | 5 |
ISBN (Electronic) | 9781614995630 |
DOIs | |
Publication status | Published - 2015 |
Event | 15th World Congress on Health and Biomedical Informatics, MEDINFO 2015 - Sao Paulo, Brazil Duration: 19 Aug 2015 → 23 Aug 2015 |
Publication series
Name | Studies in Health Technology and Informatics |
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Volume | 216 |
ISSN (Print) | 0926-9630 |
ISSN (Electronic) | 1879-8365 |
Conference
Conference | 15th World Congress on Health and Biomedical Informatics, MEDINFO 2015 |
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Country/Territory | Brazil |
City | Sao Paulo |
Period | 19/08/15 → 23/08/15 |
Bibliographical note
Publisher Copyright:© 2015 IMIA and IOS Press.
Copyright:
Copyright 2019 Elsevier B.V., All rights reserved.
Keywords
- behavioral health
- games for health
- medical education
- mhealth
- patient education
- Serious games
- user-centered design