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Serious Games and the Gamification of Mental Health Interventions

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Trends and Applications of Serious Gaming and Social Media

Part of the book series: Gaming Media and Social Effects ((GMSE))

Abstract

In this chapter, Boon and Fung seek to look into the challenges of mental health, the definition and classification of serious games, the history and development of gamification of mental health interventions in Singapore and the future considerations in the development of mental health interventions in this small Asian island nation.

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Correspondence to Jillian Sok Teng Boon .

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Boon, J.S.T., Fung, D.S.S. (2014). Serious Games and the Gamification of Mental Health Interventions. In: Baek, Y., Ko, R., Marsh, T. (eds) Trends and Applications of Serious Gaming and Social Media. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-4560-26-9_6

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  • DOI: https://doi.org/10.1007/978-981-4560-26-9_6

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