With the spread of the internet and the availability of computing resources, the use of digital games technologies has grown considerably in areas other than pure pastime (Hainey et al., 2011). Serious games in particular are games designed for primary purposes other than pure entertainment (Susi et al., 2007). In this paper, we focus on the potential as well as the limitations of serious digital games as a medium for communication in the area of public health
Background: The uptake of improvement initiatives in infection prevention and control (IPC) has ofte...
International audienceINTRODUCTION: Vaccination is an effective and proven method of preventing infe...
to present an overview of existing serious games in healthcare designed for patients, and the evalua...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
Copyright © 2009, IGI Global, distributing in print or electronic forms without written permission o...
Psychologists have a tendency to focus on the negative side of life. Our discipline has become preoc...
This book provides a detailed update on the applications of Serious Games in Healthcare and Educatio...
Dadaczinsky K, Tolks D, Wrona K, McCall T, Fischer F. The untapped potential of Games for Health in ...
Serious Games (SG) are a new medium in the context of e-learning. Serious Games use the multimedial ...
Prevention and therapy of emerging lifestyle diseases are strongly linked to daily behavior, physica...
Game elements are increasingly used to improve user engagement in digital mental health intervention...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
Immersion in a video game environment provides a promising social marketing framework to communicate...
This invited chapter describes the development of a prototype digital artwork/game which was designe...
textabstractUsing behavioral scientist B. J. Fogg’s conceptual framework on the role computer techno...
Background: The uptake of improvement initiatives in infection prevention and control (IPC) has ofte...
International audienceINTRODUCTION: Vaccination is an effective and proven method of preventing infe...
to present an overview of existing serious games in healthcare designed for patients, and the evalua...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
Copyright © 2009, IGI Global, distributing in print or electronic forms without written permission o...
Psychologists have a tendency to focus on the negative side of life. Our discipline has become preoc...
This book provides a detailed update on the applications of Serious Games in Healthcare and Educatio...
Dadaczinsky K, Tolks D, Wrona K, McCall T, Fischer F. The untapped potential of Games for Health in ...
Serious Games (SG) are a new medium in the context of e-learning. Serious Games use the multimedial ...
Prevention and therapy of emerging lifestyle diseases are strongly linked to daily behavior, physica...
Game elements are increasingly used to improve user engagement in digital mental health intervention...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
Immersion in a video game environment provides a promising social marketing framework to communicate...
This invited chapter describes the development of a prototype digital artwork/game which was designe...
textabstractUsing behavioral scientist B. J. Fogg’s conceptual framework on the role computer techno...
Background: The uptake of improvement initiatives in infection prevention and control (IPC) has ofte...
International audienceINTRODUCTION: Vaccination is an effective and proven method of preventing infe...
to present an overview of existing serious games in healthcare designed for patients, and the evalua...