The community for research on video games for assessment and intervention for mental health spans multiple disciplines, from cognitive sciences, computer science, and interaction design, to psychology, neurobiology, and medicine. The goal of this workshop is to bring together an international group of researchers to discuss the current state of games for mental health and formulate a plan for moving this research agenda forward in the CHI PLAY community. The workshop has the following objectives: Bring together an international group of researchers. Create an overview of current game-based approaches for the assessment and interventions of mental health. Discuss interests and directions for innovation. Identify overlap between research grou...
Serious videogames are games that aim to teach, train and/or inform, as well as provide a source of ...
Game User Research is an emerging field that ties together Human Computer Interaction, Game Developm...
Abstract Video games deserve to be readily recognized as a means of assisting people in healthcare s...
The community for research on video games for assessment and intervention for mental health spans mu...
The development of digital technologies is rapidly providing mental health researchers and clinician...
This study analyses the application of a co-production approach in utilizing digital games and game-...
Over the recent years, mental health has become a major disease burden globally. Untreated mental il...
The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2017), Amsterdam, Th...
Millions of people are suffering from mental health issues worldwide, while service providers are lo...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Recent years have seen important developments in the computer and game industry, including the emerg...
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....
Emerging research suggests that commercial, off-the-shelf video games have potential applications in...
Emerging research suggests that commercial, off-the-shelf video games have potential applications in...
Serious videogames are games that aim to teach, train and/or inform, as well as provide a source of ...
Game User Research is an emerging field that ties together Human Computer Interaction, Game Developm...
Abstract Video games deserve to be readily recognized as a means of assisting people in healthcare s...
The community for research on video games for assessment and intervention for mental health spans mu...
The development of digital technologies is rapidly providing mental health researchers and clinician...
This study analyses the application of a co-production approach in utilizing digital games and game-...
Over the recent years, mental health has become a major disease burden globally. Untreated mental il...
The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2017), Amsterdam, Th...
Millions of people are suffering from mental health issues worldwide, while service providers are lo...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Recent years have seen important developments in the computer and game industry, including the emerg...
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....
Emerging research suggests that commercial, off-the-shelf video games have potential applications in...
Emerging research suggests that commercial, off-the-shelf video games have potential applications in...
Serious videogames are games that aim to teach, train and/or inform, as well as provide a source of ...
Game User Research is an emerging field that ties together Human Computer Interaction, Game Developm...
Abstract Video games deserve to be readily recognized as a means of assisting people in healthcare s...