Game-Based Interventions in Public Health: Exploiting the Engaging Factor of Gameplay
Game-based intervention in public health: exploiting the engaging factor of gameplay is the application of game science, techniques, and technologies for supporting public health interventions, specifically focusing on serious games and gamification approaches. Serious games refer to digital game technologies that serve a purpose other than pure entertainment, and gamification is a technique that exploits game concepts and mechanics in non-game contexts in order to motivate engagement and sustain participation in serious activities.
The increase of health impediments due to unhealthy lifestyle has put a lot of pressure on public health spending. Even though public health programs are important in raising awareness toward lowering the prevalence of physical and psychological health complications, the general public should be made accountable for their own health and...
- Arnab, S., Dunwell, I., Debattista, K. (ed.): Serious Games for Healthcare: Applications and Implications. Hershey, PA: IGI Global (2012)Google Scholar
- Arnab, S., Brown, K., Clarke, S., Dunwell, I., Lim, T., Suttie, N., Louchart, S., Hendrix, M., de Freitas, S.: The development approach of a pedagogically-driven serious game to support relationship and sex education (RSE) within a classroom setting. Comput. Educ. 69, 15–30 (2013). ElsevierCrossRefGoogle Scholar
- Brown, K., Arnab, S., Bayley, J., Newby, K., Joshi, P., Judd, B., Baxter, A., Clarke, S.: Tackling sensitive issues using a game-based environment: Serious game for relationships and sex education (RSE). The 17th Annual CyberPsychology and CyberTherapy Conference (CYBER17), September 25th-28th, Brussels (2012)Google Scholar
- Deterding, S., Khaled, R., Nacke, L., Dixon, D.: Gamification: Toward a definition. CHI 2011. Presented at the Computer Human Interaction, ACM, Vancouver (2011)Google Scholar
- Gartner: Gartner Hype cycle, http://www.gartner.com/newsroom/id/2819918. (2015). Accessed 1 July 2015
- Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work? – a literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences. Hawaii (2014)Google Scholar
- Kapp, K.: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco: Pfeiffer (2012)Google Scholar
- Knight, J., Carly, S., Tregunna, B., Jarvis, S., Smithies, R., de Freitas, S., Mackway-Jones, K., Dunwell, I.: Serious gaming technology in major incident triage training: a pragmatic controlled trial. Resuscitation J. 81(9), 1174–1179 (2010)Google Scholar
- Marchiori, E.J., Ferrer, G., Fernández-Manjón, B., Povar-Marco, J., Giménez-Valverde, J.F.-S.A.: Education in basic life support maneuvers using video games. Emergencias 24, 433–437 (2012)Google Scholar
- McGonigal, J.: Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Jonathan Cape, London (2011)Google Scholar
- Panese, L., Morosini, D., Lameras, P., Arnab, S., Dunwell, I., Becker, T.: Pegaso: A Serious Game to Prevent Obesity HCI International Conference (HCII 2014), 25–27 June, Crete, LCNS, 427-435 (2014)Google Scholar
- Seifert, C.M., Chapman, L.S., Hart, J.K., Perez, P.: Enhancing intrinsic motivation in health promotion and wellness. Am. J. Health Prom. 26(3), 1–12 (2012)Google Scholar
- Ulicsak, M.: Games in Education: Serious Games, Futurelab. http://media.futurelab.org.uk/resources/documents/lit_reviews/Serious-Games_Review.pdf (2010). Accessed 4 Jan 2015