[go: up one dir, main page]
More Web Proxy on the site http://driver.im/
Skip to main content

Games Features for Health Disciplines for Patient Learning as Entertainment

  • Chapter
  • First Online:
Digital Entertainment

Abstract

The domain of research games for health care aims to increase the health care results and empower conduct change. Current research work presents conceptual frameworks that describe the characteristics of both games and well-being interventions. Existing studies are limited in explanations of how disciplinary and interdisciplinary stakeholders understand the design and development of games for well-being. The study collected eighteen specialists from different professional fields related to gaming, social health, and gaming for welfare, and collected sixteen games for sampling. In this study, we adopted the approach of counting open card arranging for results and feedback of patients about the games. The study revealed proof of reasonable contrasts recommending that a game from a health point of view is not just the aggregate of game and health care viewpoints. We used different games to describe the games and their health combinations. In our study we reveal that there is a need to explain what characteristics are required when designing and developing games for health. We explore ways to apply this work to include methods, to enhance the process of designing games for health, and to guide approaches to games for large-scale empirical research.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
£29.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
GBP 19.95
Price includes VAT (United Kingdom)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
GBP 103.50
Price includes VAT (United Kingdom)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
GBP 129.99
Price includes VAT (United Kingdom)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  • Abeele, V. V., De Schutter, B., Geurts, L., Desmet, S., Wauters, J., Husson, J., … Geerts, D. (2011, October). P-iii: A player-centered, iterative, interdisciplinary and integrated framework for serious game design and development. In Joint conference on serious games (pp. 82–86). Berlin, Heidelberg: Springer.

    Google Scholar 

  • Aksoy, E. (2019). Comparing the effects on learning outcomes of tablet-based and virtual reality-based serious gaming modules for basic life support training: Randomized trial. JMIR Serious Games,7(2), e13442.

    Article  Google Scholar 

  • Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., De Freitas, S., Louchart, S., … De Gloria, A. (2015). Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology, 46(2), 391–411.

    Google Scholar 

  • Bosworth, A. (2012). Keas: Developing a successful game-based employee wellness program. Games for Health: Research, Development, and Clinical Applications,1(3), 189–191.

    Article  Google Scholar 

  • Butt, S. A. (2016). Analysis of unfair means cases in computer-based examination systems. Pacific Science Review B: Humanities and Social Sciences,2(2), 75–79.

    Google Scholar 

  • Butt, S. A., Abbas, S. A., & Ahsan, M. (2016). Software development life cycle & software quality measuring types. Asian Journal of Mathematics and Computer Research, 112–122.

    Google Scholar 

  • Calderón, A., Trinidad, M., Ruiz, M., & O’Connor, R. V. (2018, September). Towards a standard to describe and classify serious games as learning resources for software project management. In European conference on software process improvement (pp. 229–239). Cham: Springer.

    Google Scholar 

  • Cooper, R. G., & Edgett, S. J. (2012). Best practices in the idea-to-launch process and its governance. Research-Technology Management,55(2), 43–54.

    Article  Google Scholar 

  • Frome, J., & Martin, P. (2019, August). Describing the game studies canon: A game citation analysis. In Digital games research association conference 2019: Game, play and the emerging ludo mix.

    Google Scholar 

  • Gafni, R., Achituv, D. B., Eidelman, S., & Chatsky, T. (2018). The effects of gamification elements in e-learning platforms. Online Journal of Applied Knowledge Management (OJAKM),6(2), 37–53.

    Article  Google Scholar 

  • Gauthier, A., Kato, P. M., Bul, K. C., Dunwell, I., Walker-Clarke, A., & Lameras, P. (2019). Board games for health: A systematic literature review and meta-analysis. Games for Health Journal,8(2), 85–100.

    Article  Google Scholar 

  • Göbel, S., Vogt, S., & Konrad, R. (2018, October). Serious games information center. In European conference on games based learning (pp. 143–XVI). Academic Conferences International Limited.

    Google Scholar 

  • Harpstead, E. (2017). Projective replay analysis: A reflective approach for aligning educational games to their goals (Doctoral dissertation, Carnegie Mellon University).

    Google Scholar 

  • Harviainen, J. T. (2019). Human–Computer Interaction and Simulation/Gaming.

    Google Scholar 

  • Isbister, K., & Mueller, F. F. (2015). Guidelines for the design of movement-based games and their relevance to HCI. Human–Computer Interaction, 30(3–4), 366–399.

    Google Scholar 

  • Jackson, J., Iacovides, J., Duncan, M., Alders, M., Maben, J., & Anderson, J. (2020). Operationalizing resilient healthcare concepts through a serious video game for clinicians. Applied Ergonomics,87, 103112.

    Article  Google Scholar 

  • Kayali, F., Luckner, N., Purgathofer, P., Spiel, K., & Fitzpatrick, G. (2018, August). Design considerations towards long-term engagement in games for health. In Proceedings of the 13th International Conference on the Foundations of Digital Games (pp. 1–8).

    Google Scholar 

  • Kharrazi, H., Faiola, A., & Defazio, J. (2009, July). Healthcare game design: behavioral modeling of serious gaming design for children with chronic diseases. In International conference on human–computer interaction (pp. 335–344). Berlin, Heidelberg: Springer.

    Google Scholar 

  • Kim, S. Y. S., Prestopnik, N., & Biocca, F. A. (2014). Body in the interactive game: How interface embodiment affects physical activity and health behavior change. Computers in Human Behavior,36, 376–384.

    Article  Google Scholar 

  • Leung, R. (2014). Evaluating the benefits of collaboration in simulation games: The case of health care. JMIR Serious Games,2(1), e1.

    Article  Google Scholar 

  • Mandigo, J., Lodewyk, K., & Tredway, J. (2019). Examining the impact of a teaching games for understanding approach on the development of physical literacy using the Passport for Life Assessment Tool. Journal of Teaching in Physical Education, 38(2), 136–145.

    Google Scholar 

  • Mehta, N., & Pandit, A. (2018). Concurrence of big data analytics and healthcare: A systematic review. International Journal of Medical Informatics,114, 57–65.

    Article  Google Scholar 

  • Mosca, I. (2017). What is it like to be a player? The qualia revolution in game studies. Games and Culture,12(6), 585–604.

    Article  Google Scholar 

  • Mueller, F., Khot, R. A., Gerling, K., & Mandryk, R. (2016). Exertion games. Foundations and Trends® in Human–Computer Interaction, 10(1), 1–86.

    Google Scholar 

  • Ohn, M. H., Ohn, K. M., Souza, U. D., Yusof, S., & Ariffin, Z. (2019, November). Effectiveness of innovative gamified learning among undergraduate medical students. Journal of Physics: Conference Series, 1358(1), 012060. IOP Publishing.

    Google Scholar 

  • Olszewski, A. E., & Wolbrink, T. A. (2017). Serious gaming in medical education: A proposed structured framework for game development. Simulation in Healthcare,12(4), 240–253.

    Article  Google Scholar 

  • Payne, H. E., Moxley, V. B., & MacDonald, E. (2015). Health behavior theory in physical activity game apps: A content analysis. JMIR Serious Games,3(2), e4.

    Article  Google Scholar 

  • Ricciardi, F., & De Paolis, L. T. (2014). A comprehensive review of serious games in health professions. International Journal of Computer Games Technology, 2014.

    Google Scholar 

  • Segura, E. M., & Isbister, K. (2015). Enabling co-located physical social play: A framework for design and evaluation. Game user experience evaluation (pp. 209–238). Cham: Springer.

    Chapter  Google Scholar 

  • Sobkow, B. (2017, May 9). Age rating for virtual reality games: Less restriction, more information. More Information.

    Google Scholar 

  • Starks, K. (2014). Cognitive behavioral game design: A unified model for designing serious games. Frontiers in Psychology,5, 28.

    Article  Google Scholar 

  • Tan, H., Wei, Y. C., Yun, H. W., Joan, K. E. H., Yee, H. W., & Juan, L. Y. (2020). Health en eTM: Developing a board game on value-based healthcare financing. Simulation & Gaming,51(1), 87–105.

    Article  Google Scholar 

  • Verschueren, S., Buffel, C., & Vander Stichele, G. (2019). Developing theory-driven, evidence-based serious games for health: framework based on research community insights. JMIR Serious Games,7(2), e11565.

    Article  Google Scholar 

  • Veselka, L., Wijesingha, R., Leatherdale, S. T., Turner, N. E., & Elton-Marshall, T. (2018). Factors associated with social casino gaming among adolescents across game types. BMC Public Health,18(1), 1167.

    Article  Google Scholar 

  • Yap, K. Y. L., Yap, K. Z., & Yap, J. Y. G. (2015). A gamification framework for training of patient and medications management skills. JILR,1(1), 47–58.

    Google Scholar 

  • Zendle, D., & Scholten, O. J. (2020). The rise of social casino games: Changes in the size and composition of the Android social casino market from 2012–2020, availability to children, and predictions for future growth.

    Google Scholar 

Download references

Acknowledgements

This research work was supported by the University of Lahore, Lahore, Pakistan and the Symbiosis Institute of Digital and Telecom Management, Symbiosis International University, India.

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Butt, S.A., Gochhait, S., Andleeb, S., Adeel, M. (2021). Games Features for Health Disciplines for Patient Learning as Entertainment. In: Das, S., Gochhait, S. (eds) Digital Entertainment. Palgrave Macmillan, Singapore. https://doi.org/10.1007/978-981-15-9724-4_4

Download citation

Publish with us

Policies and ethics