2005
DOI: 10.1089/cpb.2005.8.103
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Games for Health Conference 2004: Issues, Trends, and Needs Unique to Games for Health

Abstract: The first-ever Games for Health Conference (Madison, WI, September 16-17, 2004) identified issues, trends, and needs unique to games for healthcare. More than 130 doctors, educators, therapists, and game makers gathered to share experiences particular to the health industry, health practitioners, and patient treatment. Co-sponsored by Games for Health, Project of the Serious Games Initiative, the Academic ADL Co-Lab, and the Federation of American Scientists, the conference highlighted applications for direct … Show more

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Cited by 35 publications
(18 citation statements)
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“…In 2004 the first Games for Change conference was held and thus a formalised network of non-profits and experts emerged to explore the potential of Serious Games for tackling social issues [57]. In this same year the Games for Health conference was also first held to explore the potential of Serious Games in healthcare [107].…”
Section: Serious Games Studies Year Onementioning
confidence: 99%
“…In 2004 the first Games for Change conference was held and thus a formalised network of non-profits and experts emerged to explore the potential of Serious Games for tackling social issues [57]. In this same year the Games for Health conference was also first held to explore the potential of Serious Games in healthcare [107].…”
Section: Serious Games Studies Year Onementioning
confidence: 99%
“…The development, implementation and evaluation of gaming technologies applied to health‐related conditions was discussed at the inaugural Games for Health Conference in 2004. Resulting recommendations for game design included the need for enhanced self‐concepts, improved self‐efficacy, increased knowledge and skills, increased communication and social support, empowering individuals to take action in regards to their own health, a multidisciplinary approach, and a regard for ethical issues 23 . Other serious games such as Food Force and Re‐Mission show great promise (Box 1).…”
Section: The Development Of Reach Out Centralmentioning
confidence: 99%
“…Parents and health care providers (HCPs) who care for children and adolescents may benefit from new methods to encourage regular SMBG. Video game technology has expanded over the past several years to include areas outside of traditional entertainment purposes, such as health care management (9). Data suggest that educational video games are effective and well received by children with diabetes, teaching important skills such as self‐care and the relationships between carbohydrates, glucose levels, exercise, and insulin dose (9–13).…”
mentioning
confidence: 99%