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Simulations, Serious Games and Their Applications

Part of the series Gaming Media and Social Effects pp 127-146

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Serious Games for e-Health Care

  • Voravika WattanasoontornAffiliated withInstitute of Informatics and Applications, University of GironaPrince of Songkla University Email author 
  • , Rubén Jesús García HernándezAffiliated withInstitute of Informatics and Applications, University of Girona
  • , Mateu SbertAffiliated withInstitute of Informatics and Applications, University of Girona

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Abstract

In this chapter, we present a state-of-the-art report on serious games dealing with e-health in a broad sense, including medicine, nursing, health care, and physical exercise. The games have been classified according to their main purpose (entertainment, teaching, or health), stages of the disease being treated and the type of users of the system (general population, patients, and health professionals). Additionally, 12 criteria dealing with the game technology have been selected for a fine-grain classification. Forty-one games from academic and commercial environments (including a variety of online games) have been described, analyzed, and classified.

Keywords

Serious games Healthcare