2011 16th International Conference on Computer Games (CGAMES) 2011
DOI: 10.1109/cgames.2011.6000353
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Can game-based therapies be trusted? Is game-based education effective? A systematic review of the Serious Games for health and education

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Cited by 51 publications
(32 citation statements)
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“…One consequence has been widespread gamification resulting in many different types of serious games [23], for example to train marine staff [2], treat cockroach phobia [3], overcome negative emotions [24], manage large-scale investment resources [12], rediscover cultural heritage [9] and help cancer patients make decisions about their health [16]. One consequence of this trend is not to make games that are better and more immersive versions of reality, but to make the world a better and more immersive reality [19].…”
Section: Introductionmentioning
confidence: 99%
“…One consequence has been widespread gamification resulting in many different types of serious games [23], for example to train marine staff [2], treat cockroach phobia [3], overcome negative emotions [24], manage large-scale investment resources [12], rediscover cultural heritage [9] and help cancer patients make decisions about their health [16]. One consequence of this trend is not to make games that are better and more immersive versions of reality, but to make the world a better and more immersive reality [19].…”
Section: Introductionmentioning
confidence: 99%
“…Computer games designed for training purposes should integrate educational content with multimedia while providing pleasant interface [19]. Reference [4] (Figure 2) as it is the most efficient and effective model for serious games [5]. As Yussof (2010) explains, capability is player's capability to be learned in the game.…”
Section: VIIImentioning
confidence: 99%
“…Indeed, McGonigal [28] questioned how games can change how people act and think in their real lives, a challenge that triggered a wave of new games for personal and social change and creating positive impacts. One consequence has been widespread gamification resulting in many different types of serious games [39], for example to train marine staff [3], treat cockroach phobia [4], overcome negative emotions [40], manage large-scale investment resources [18], rediscover cultural heritage [14] and help cancer patients make decisions about their health [25].…”
Section: Serious Games For Training Play and Dementia Carementioning
confidence: 99%