Serious Games for e-Health Care

  • Voravika WattanasoontornEmail author
  • Rubén Jesús García Hernández
  • Mateu Sbert
Part of the Gaming Media and Social Effects book series (GMSE)


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.


Serious games Healthcare  



This work has been supported by the research project coded TIN2010-21089-C03-01 (Spanish Commission for Science and Technology), by grant 2009SGR643 (Catalan Government) and by a mobility grant from the Prince of Songkla University, Thailand.


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Copyright information

© Springer Science+Business Media Singapore 2014

Authors and Affiliations

  • Voravika Wattanasoontorn
    • 1
    • 2
    Email author
  • Rubén Jesús García Hernández
    • 1
  • Mateu Sbert
    • 1
  1. 1.Institute of Informatics and ApplicationsUniversity of GironaGironaSpain
  2. 2.Prince of Songkla UniversityPhuketThailand

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