2011
DOI: 10.1007/978-3-642-22024-1_1
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Serious Games for Psychological Health Education

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Cited by 19 publications
(4 citation statements)
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“…They include fast mini-games, as simple as lining up dots in a row, through to augmented reality (AR), and intricate shared worlds. Quality computer games have been shown to enhance concentration (3), improve retention of information (4), facilitate deep learning (5), and bring about behavior change (6). Over recent decades, computerized game-based approaches, both “serious games” and “gamification” have been developed for “serious” purposes: to educate, motivate, and/or persuade users, in educational, health, and other settings (7, 8).…”
Section: Introductionmentioning
confidence: 99%
“…They include fast mini-games, as simple as lining up dots in a row, through to augmented reality (AR), and intricate shared worlds. Quality computer games have been shown to enhance concentration (3), improve retention of information (4), facilitate deep learning (5), and bring about behavior change (6). Over recent decades, computerized game-based approaches, both “serious games” and “gamification” have been developed for “serious” purposes: to educate, motivate, and/or persuade users, in educational, health, and other settings (7, 8).…”
Section: Introductionmentioning
confidence: 99%
“…Games for health can be classified as serious games, which mainly refers to games that do not focus on enjoyment, entertainment, and fun as their main purpose [51] but rather on elements such as education, training, and health improvement [52]. Quality games have been shown to influence behavior [53] and enhance concentration [54], as well as to facilitate learning and information retention [55,56]. Blending biofeedback with games has shown promising results.…”
Section: Biofeedback With Vr and Gamesmentioning
confidence: 99%
“…VR/AR applications, which emerged as an independent subdiscipline of human interface studies, range from security personnel training [9,15] to the defense industry [27], from the entertainment industry [38] to health education [3], from kindergarten education [11] to vocational education [25] and education of undergraduate electricity-electronics engineering students [4,5], from industry 4.0 production management and planning [29] to the safety of autonomous vehicle technologies [30] and simulation of construction machinery [39].…”
Section: A Brief Overview Of Vr Applications In Engineering Educationmentioning
confidence: 99%