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Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
[Game-based approaches to prevention and health promotion: serious games and gamification]
Daniel Tolks1,2, Claudia Lampert3, Kevin Dadaczynski4,5
1Zentrum für Angewandte Gesundheitswissenschaften, Leuphana Universität Lüneburg, Wilschenbrucher Weg 84 a, 20335, Lüneburg, Deutschland. daniel.tolks@leuphana.de.
Abstract:
Digital game-based approaches can be used in the field of prevention and health promotion, for example to promote health-related information or to foster health behavior change. The two most relevant game approaches are "serious games" (games with a serious background) and "gamification" (the application of game-typical elements in nongame contexts). The term serious games is used to describe games that are used to convey serious content, such as health issues. Gamification uses game-design elements such as points, leaderboards, awards, profile design, and team events to increase motivation and performance, for example in learning environments. This narrative article examines the mode of action and study situation as well as the advantages and disadvantages of playful applications in prevention and health promotion and exemplifies some of these applications.Serious games and gamification show great potential in prevention and health promotion. Especially in the case of target groups that are difficult to reach and disinterested, a direct connection to their living environment can be established. The foundations for the effective use of playful approaches in the work and training of health professionals are their already high level of familiarity with the medium of games and that games directly address the basic psychological needs to increase motivation.
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