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Serious Games in der Gesundheitskommunikation

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Handbuch der Gesundheitskommunikation

Zusammenfassung

Der Einsatz von Serious Games in der Gesundheitskommunikation stößt sowohl bei Praktikerinnen und Praktikern als auch Forscherinnen und Forschern in jüngster Zeit vermehrt auf Interesse. Mittlerweile gibt es zahlreiche Spiele, die entwickelt oder eingesetzt werden, um gesundheitsbezogenes Wissen, Einstellungen und Verhalten zu beeinflussen, und mindestens ebenso viele Studien, die sich mit der Wirksamkeit dieser Angebote befassen. Anhand von drei zentralen Einsatzbereichen von Serious Games in der Gesundheitskommunikation (Prävention, Begleitung von Heilungsprozessen, Aus- und Weiterbildung von medizinischem Fachpersonal) werden die Potenziale der Spiele sowie der (bisherige) Forschungsstand diskutiert.

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Notes

  1. 1.

    https://web.archive.org/web/20060909000336/http://www.seriousgames.org/about2.html.

  2. 2.

    https://gamesforhealth.org.

  3. 3.

    http://www.liebertpub.com/overview/games-for-health-journal/588/.

  4. 4.

    http://persuasivegaming.nl/.

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Breuer, J., Schmitt, J.B. (2019). Serious Games in der Gesundheitskommunikation. In: Rossmann, C., Hastall, M. (eds) Handbuch der Gesundheitskommunikation. Springer VS, Wiesbaden. https://doi.org/10.1007/978-3-658-10727-7_16

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  • DOI: https://doi.org/10.1007/978-3-658-10727-7_16

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