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Serious Games for Health: Features, Challenges, Next Steps
Moderators Fran C Blumberg1, Lauren C Burke1, Participants Celia Hodent2
11 Division of Psychological & Educational Services, Fordham University , New York.
Serious games are increasingly used for health education, but defining them remains challenging. This discussion explores their characteristics, age-specific challenges, and future research directions for player well-being.
Area of Science:
- Health Education
- Game Studies
- Human-Computer Interaction
Background:
- Serious game development is a growing field for health education.
- The definition and characteristics of serious games require further clarification.
- Existing literature highlights games' potential for instruction, training, and attitude change.
Purpose of the Study:
- To discuss the characteristics of serious games for health.
- To differentiate health-focused serious games from academic ones.
- To explore age-related challenges and future research in serious game development for well-being.
Main Methods:
- Expert discussion with four distinguished researchers and practitioners.
- Exploration of viewpoints on serious game definition and application.
- Analysis of challenges and future research directions.
Main Results:
- Serious games offer a promising avenue for health education.
- Defining serious games requires nuanced consideration of their purpose and audience.
- Age-specific design and empirical evaluation are crucial for effectiveness.
Conclusions:
- Further research is needed to establish clear characteristics of serious games for health.
- Addressing age-specific challenges is vital for successful serious game implementation.
- Empirical examination of serious games' impact on psychological and physical well-being is essential.
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