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Games to engage: increasing mental health awareness

Craven, Michael P.; Simons, Lucy

Authors

Michael P. Craven

Lucy Simons



Abstract

In recent years there has been rapid growth in the development and use of digital tools in healthcare. One area of research interest is the use of games as tools to improve health and education. Gamification of health is a broad area that includes games aimed at encouraging healthy behaviours through motivation, 'exergaming, ' which explicitly aims to improve health through physical activity, 'serious games' that are intended to support therapies and rehabilitation, and games that support training, for example through simulation. Another area is public health awareness and education which is an area of current research in MindTech.
[...]
If done with care and sensitivity, bringing game elements into the toolkit of user-centred design methodologies for engaging people with research and mental health awareness has good
potential and is worthy of continued attention.

Journal Article Type Article
Publication Date Feb 1, 2015
Journal Ergonomist
Electronic ISSN 0259-2221
Peer Reviewed Peer Reviewed
Issue 536
APA6 Citation Craven, M. P., & Simons, L. (2015). Games to engage: increasing mental health awareness
Related Public URLs http://iehf.org/ehf/wp-content/uploads/2015/02/536-February.pdf
Copyright Statement Copyright information regarding this work can be found at the following address: http://creativecommons.org/licenses/by/4.0
Additional Information The Ergonomist editor was happy for their formatted version to go open access [author email].

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Craven and Simons - Games to Engage -increasing mental health awareness - The Ergonomist - February 2015.pdf (75 Kb)
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Copyright Statement
Copyright information regarding this work can be found at the following address: http://creativecommons.org/licenses/by/4.0





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