Einführung in die Vergangenheit, Gegenwart und Zukunft von Serious Games (for Health)

2018 ◽  
Vol 13 (4) ◽  
pp. 272-279 ◽  
Author(s):  
Daniel Tolks ◽  
Kevin Dadaczynski ◽  
David Horstmann
2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


2018 ◽  
Vol 4 (4) ◽  
pp. 149-172 ◽  
Author(s):  
Liliane S. Machado ◽  
Thaise Kelly de Lima Costa ◽  
Ronei Marcos de Moraes

O desenvolvimento de aplicações computacionais deve ser guiado pelas necessidades do cliente, considerando todas as etapas do projeto de um software. Quando estas aplicações são voltadas para educação em saúde, observa-se a necessidade de abordar aspectos relacionados a pelo menos quatro áreas: educação, saúde, estatística e computação, evidenciando a necessidade de uma abordagem multidisciplinar para a produção de ferramentas efetivas e eficientes para os problemas a que se destinam. Este artigo apresenta e discute etapas consideradas fundamentais no processo de desenvolvimento de serious games e simuladores de treinamento para a saúde baseados em realidade virtual.   PALAVRAS-CHAVE: realidade virtual; jogos em saúde; serious games.     ABSTRACT The development of computer applications must be guided by clients’ needs and must consider all step of software project. It is necessary to integrate knowledge of four areas: education, health, statistics and computer science when those applications are for education in health what makes evident the need of a multidisciplinar approach for the production of effective and efficient tools for the purpose expected. This paper presents and discusses fundamental steps for the development of serious games and training simulators for health based on virtual reality   KEYWORDS: virtual reality; games for health; serious games.     RESUMEN El desarrollo de las aplicaciones informáticas debe guiarse por las necesidades de los clientes y debe considerar todos los pasos del proyecto de software. Es necesario integrar el conocimiento de cuatro áreas: educación, salud, estadística e informática cuando esas aplicaciones son para la educación en salud, lo que hace evidente la necesidad de un enfoque multidisciplinario para la producción de herramientas eficaces y efectivas para el propósito esperado. Este artículo presenta y discute los pasos fundamentales para el desarrollo de juegos serios y simuladores de entrenamiento para la salud basados en la realidad virtual.   PALABRAS CLAVE: realidad virtual, juegos para salud, serious games.  


2017 ◽  
Vol 2 (1) ◽  
Author(s):  
David Drummond ◽  
Alice Hadchouel ◽  
Antoine Tesnière

Author(s):  
Alexandra Makhlysheva ◽  
Eirik Årsand ◽  
Gunnar Hartvigsen

This chapter aims to illuminate the current state of the field of diabetes-related serious games. First, it describes the problems and difficulties for young people with type 1 diabetes associated with their adherence to treatment regimens. The chapter also discusses various tendencies in the field of diabetes-related games that follow the findings of the systematic reviews performed between 2012 and 2014. Based on the reviews, significant gameplay features of games for health are identified. Further, it presents an example of a smartphone-based serious game developed for children with type 1 diabetes. Finally, this chapter discusses the distribution channel and platforms for serious games and improvements for the status of the field of games for health.


2013 ◽  
pp. 75-84
Author(s):  
Alasdair G Thin ◽  
Giusy Fiucci ◽  
Angelo Marco Luccini ◽  
Michel Rudnianski ◽  
Rosa García Sánchez ◽  
...  

2014 ◽  
Vol 3 (5) ◽  
pp. 270-276 ◽  
Author(s):  
Moderators: Fran C. Blumberg ◽  
Lauren C. Burke ◽  
Participants: Celia Hodent ◽  
Michael A. Evans ◽  
H. Chad Lane ◽  
...  

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