Millions of people are suffering from mental health issues worldwide, while service providers are looking for effective, low threshold solutions suitable for a new generation of digital natives. Game-based solutions show promising results yet utilising them in everyday mental healthcare still requires more research, especially considering mental health professionals, one of the primary user groups. The primary goal of the authors was to learn more about the perceptions of mental health professionals and gamification experts and the potential and risks of digital games in young adults’ mental health rehabilitation, their requirements for a successful implementation and their attitude towards digital games in general. The process includ...
Background: There has been research on the use of offl ine video games for therapeutic purposes but ...
This book provides a detailed update on the applications of Serious Games in Healthcare and Educatio...
The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2017), Amsterdam, Th...
Background Games and elements of gamification can be utilized in mental healthcare to provide custo...
The development of digital technologies is rapidly providing mental health researchers and clinician...
As more and more people worldwide play online games, identifying how games can help or harm players'...
In recent years there has been rapid growth in the development and use of digital tools in healthcar...
This study analyses the application of a co-production approach in utilizing digital games and game-...
Recent years have seen important developments in the computer and game industry, including the emerg...
NoThe use of serious games and gamification to promote learning has a long history. More recently, s...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Over the recent years, mental health has become a major disease burden globally. Untreated mental il...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...
Background: There has been research on the use of offl ine video games for therapeutic purposes but ...
This book provides a detailed update on the applications of Serious Games in Healthcare and Educatio...
The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2017), Amsterdam, Th...
Background Games and elements of gamification can be utilized in mental healthcare to provide custo...
The development of digital technologies is rapidly providing mental health researchers and clinician...
As more and more people worldwide play online games, identifying how games can help or harm players'...
In recent years there has been rapid growth in the development and use of digital tools in healthcar...
This study analyses the application of a co-production approach in utilizing digital games and game-...
Recent years have seen important developments in the computer and game industry, including the emerg...
NoThe use of serious games and gamification to promote learning has a long history. More recently, s...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Over the recent years, mental health has become a major disease burden globally. Untreated mental il...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...
Background: There has been research on the use of offl ine video games for therapeutic purposes but ...
This book provides a detailed update on the applications of Serious Games in Healthcare and Educatio...
The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2017), Amsterdam, Th...