Games to engage: increasing mental health awarenessTools Craven, Michael P. and Simons, Lucy (2015) Games to engage: increasing mental health awareness. Ergonomist (536). pp. 4-5. ISSN 0259-2221 Full text not available from this repository.AbstractIn recent years there has been rapid growth in the development and use of digital tools in healthcare. One area of research interest is the use of games as tools to improve health and education. Gamification of health is a broad area that includes games aimed at encouraging healthy behaviours through motivation, 'exergaming, ' which explicitly aims to improve health through physical activity, 'serious games' that are intended to support therapies and rehabilitation, and games that support training, for example through simulation. Another area is public health awareness and education which is an area of current research in MindTech.
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