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Gamification and serious games for personalized health
1Gjovik University College, Norway. simon.mccallum@hig.no
Computer games are evolving beyond entertainment, with "Games for Health" now engaging players in educational and therapeutic contexts. This paper explores their development, applications for dementia patients, and future research directions.
Area of Science:
- Digital Health
- Serious Games
- Health Informatics
Background:
- Computer games have transitioned from casual entertainment to powerful tools for engagement and motivation.
- Diverse sectors including military, healthcare, government, and education utilize games.
- The rise of social networking and casual gaming has increased market acceptance and broadened game applications.
Purpose of the Study:
- To focus on the domain of Games for Health.
- To discuss the diverse areas and methodologies in developing health-focused games.
- To present a case study on games designed for individuals with dementia.
Main Methods:
- Extending an existing taxonomy for Games for Health.
- Developing and evaluating a case study involving games for dementia sufferers.
- Identifying current challenges and future research opportunities in the field.
Main Results:
- A refined taxonomy for classifying Games for Health was proposed.
- A case study demonstrated the potential application of games for dementia care.
- Key challenges and avenues for future research were outlined.
Conclusions:
- Games for Health represent a significant and growing area with broad applicability.
- Further research is needed to overcome challenges and fully realize the potential of these games.
- The development of tailored games can offer innovative solutions for health conditions like dementia.
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