2017
DOI: 10.1111/jpm.12385
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Serious games for mental health

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Cited by 7 publications
(3 citation statements)
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“…Moreover, various educational games have been rigorously investigated through studies and proven to be effective tools to increase motivation of participants in learning a specific topic such as computer programming [30]. As serious games hold relatively low risk of experiential learning curves, they are being used in a wide variety of fields from mental health to even crisis management [31], [32]. It is clear that there is a huge potential in using games both as learning tools and a motivator particularly in education, health and training.…”
Section: Related Workmentioning
confidence: 99%
“…Moreover, various educational games have been rigorously investigated through studies and proven to be effective tools to increase motivation of participants in learning a specific topic such as computer programming [30]. As serious games hold relatively low risk of experiential learning curves, they are being used in a wide variety of fields from mental health to even crisis management [31], [32]. It is clear that there is a huge potential in using games both as learning tools and a motivator particularly in education, health and training.…”
Section: Related Workmentioning
confidence: 99%
“…This game has been offered via a cell phone application, with some elements of reality (1). According to the literature, there may be some benefits of using Pokémon GO, including combating obesity and diabetes (2), changing a sedentary lifestyle (3,4), promoting physical activity (5), lowering the risk of cardiovascular diseases (6), greater bonding with other people or family members (7), and combating stress and other mental health problems (8,9).…”
Section: Introductionmentioning
confidence: 99%
“…Reflecting the opportunities of Serious Games (SGs) in the field of personal health, a systematic review of twenty-one serious games for health and education, described at scientific papers and 7th Framework Program Projects, is explored in [1]. In this way, motivated by the recent and increased adoption of SGs in health care interventions sector [2][3][4][5], an alternative approach is presented here, as part of the H2020 i-PROGNOSIS project (www.i-prognosis.eu), consisting of a game-based suite, defined as Personalized Game Suite (PGS), in order to mitigate the PD symptoms in a personalized and gamified environment. Targeting intelligent early detection and intervention in PD area, the PGS design introduces the integration of different serious games in a unified platform, namely: ExerGames, DietaryGames, EmoGames, and Handwriting/Voice Games, targeting the PD symptoms.…”
Section: Introductionmentioning
confidence: 99%