Games to engage: increasing mental health awareness

Craven, Michael P. and Simons, Lucy (2015) Games to engage: increasing mental health awareness. Ergonomist (536). pp. 4-5. ISSN 0259-2221

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In 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.


If done with care and sensitivity, bringing game elements into the toolkit of user-centred design methodologies for engaging people with research and mental health awareness has good

potential and is worthy of continued attention.

Item Type: Article
Additional Information: The Ergonomist editor was happy for their formatted version to go open access [author email].
Schools/Departments: University of Nottingham, UK > Faculty of Engineering > Department of Electrical and Electronic Engineering
University of Nottingham, UK > Faculty of Medicine and Health Sciences > School of Medicine > Division of Psychiatry and Applied Psychology
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Depositing User: Eprints, Support
Date Deposited: 16 Feb 2016 15:11
Last Modified: 04 May 2020 20:10

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