eBook Serious Games for Healthcare: Applications and Implications, 1st Edition

  • Sylvester Arnab
  • Published By:
  • ISBN-10: 146661904X
  • ISBN-13: 9781466619043
  • DDC: 610.285
  • Grade Level Range: College Freshman - College Senior
  • 370 Pages | eBook
  • Original Copyright 2013 | Published/Released November 2012
  • This publication's content originally published in print form: 2013
  • Price:  Sign in for price



With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment.SERIOUS GAMES FOR HEALTHCARE: APPLICATIONS AND IMPLICATIONS will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Editorial Advisory Board.
List of Reviewers.
Table of Contents.
Detailed Table of Contents.
1: Key Trends in Serious Games for Healthcare.
2: Virtual Worlds in Healthcare: Applications and Implications.
3: Healthcare Games and the Metaphoric Approach.
4: Rehabilitation Gaming.
5: First-Person Shooter Game Engines and Healthcare: An Examination of the Current State of the Art and Future Potential.
6: Design and Development.
7: Ethics in the Design of Serious Games for Healthcare and Medicine.
8: Difficulty and Scenario Adaptation: An Approach to Customize Therapeutic Games.
9: Serious Game for Relationships and Sex Education: Application of an Intervention Mapping Approach to Development.
10: Nutrition Games.
11: Active Video Games: Potential for Increased Activity, Suggestions for Use, and Guidelines for Implementation.
12: The Role of the Researcher in Making Serious Games for Health.
13: Established Case Studies.
14: A Serious Game for on-the-Ward Infection Control Awareness Training: Ward Off Infection.
15: Smart Phone Video Game Simulation of Parent-Child Interaction: Learning Skills for Effective Vegetable Parenting.
16: SimBody: An Interactive Simulator for Health Education.
17: Improving the Identification of Medication Names by Increasing Phonological Awareness via a Language–Teaching Computer Game (Medicina).
Compilation of References.
About the Contributors.