PL EN


Preferencje help
Widoczny [Schowaj] Abstrakt
Liczba wyników
Identyfikatory
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
Computer and video games are increasingly being used for serious purposes and not only for entertainment. In recent years, we have observed a very fast market development of serious games, which are used for education, simulation, research, health, and therapy purposes. This article describes the main features of serious games used for health. This group of serious games includes health promotion games (for example, game on healthy nutrition, physical activity), games with information about diseases and treatment procedures, rehabilitation games (also known as “exergames”), games for cognitive distraction during painful medical procedures, and games with psychology content. Three examples of serious games for health were described in this article. This article also presents the design prototype of a psychology-centered serious game, Mission – Master Your Fear, which focuses on issues and problems of preschool children.
Słowa kluczowe
Rocznik
Strony
97--102
Opis fizyczny
Bibliogr. 22 poz., zdj.
Twórcy
autor
  • Institute of Informatics, Silesian University of Technology, Akademicka 16, 44-100 Gliwice, Poland
Bibliografia
  • 1. Prensky M. Digital game-based learning. New York: McGraw-Hill, 2004.
  • 2. Ritterfeld U, Cody M, Vorderer P. Serious games mechanisms and effects. New York, USA; London, Great Britan: Routledge, 2009.
  • 3. Michael D, Chen S. Serious games: games that educate, train, and inform. Mason, USA: Course Technology, 2005.
  • 4. Kato PM. Video games in health care: closing the gap. Rev Gen Psychol 2010;14:113–21.
  • 5. Schunk DH. Self-regulated learning: the educational legacy of Paul R. Pintrich. Educ Psychol 2005;40:85–94.
  • 6. Schunk DH, Zimmerman BJ. Influencing children′s self-efficacy and self-regulation of reading and writing through modelling. Read Writing Q 2007;23:7–25.
  • 7. Csikszentmihalhi M. Flow: the psychology of optimal experience. New York: Harper Perennial, 1990.
  • 8. Baranowski T, Buday R, Thompson D, Baranowski J. Playing for real: video games and stories for health-related behavior change. Am J Prev Med 2008;34:74–82.
  • 9. Perry JC, Andureu J, Cavallaro FI, Veneman J, Carmien S, Keller T. Effective game use in neurorehabilitation: user-centered perspectives. In: Felicia P, editor. Handbook of research on improving learning and motivation through educational games: multidisciplinary approaches. Hershey, PA: IGI Global Snippet, 2011:683–725.
  • 10. Rose FD, Brooks BM, Rizzo AA. Virtual reality in brain damage rehabilitation: review. Cyberpsychol Behav 2005;8:241–62.
  • 11. Ceranoglu TA. Video games in psychotherapy. Rev Gen Psychol 2010;14:141–46.
  • 12. Wilkinson N, Ang RP, Goh DH. Online video game therapy for mental health concerns: a review. Int J Soc Psychiatry 2008;54:370–82.
  • 13. Beale IL, Kato PM, Marin-Bowling VM, Guthrie N, Cole SW. Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. J Adolesc Health 2007;41:263–70.
  • 14. Kato PM, Cole SW, Bradlyn AS, Pollock BH. A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. Pediatrics 2008;122:e305–17.
  • 15. Hoffman HG, Patterson DR, Seibel E, Soltani M, Jewett-Leahy L, Sharar SR. Virtual reality pain control during burn wound debridement in the hydrotank. Clin J Pain 2008; 24:299–304.
  • 16. Hoffman HG, Richards T, Coda B, Richards A, Sharar SR. The illusion of presence in immersive virtual reality during an fMRI brain scan. Cyberpsychol Behav 2003;6:127–31.
  • 17. Gamito P, Oliveira J, Morais D, Rosa P, Saraiva T. Serious games for serious problems: from ludicus to therapeuticus. In: Kim J-J, editor. Virtual reality. Rijeka, Croatia: InTech, 2011:516–36.
  • 18. Szczesna A, Grudzinski T, Grudzinski J. Settings goals in psychology serious game for preschool children. Proceedings of 5th European Conference on Games Based Learning, 2011: 567–73.
  • 19. Szczesna A, Grudzinski T, Grudzinski J, Mikuszewski R, Debowski A. The psychology serious game for pre-school children. Proceedings of IEEE 1st International Conference on Serious Games and Applications for Health, SeGAH, Braga, Portugal, 2011:57–60.
  • 20. Szczęsna A, Grudziński T, Grudziński J. Serious games for psychology – case study. IADIS International Conference Game and Entertainment Technologies, 2011:129–132.
  • 21. Szczesna A, Tomaszek M, Wieteska A. The methodology of designing serious games for children and adolescents focused on psychological goals. Proceedings of the Third International Conference on Information Technologies in Biomedicine, ITIB 2012, Gliwice, Poland, June 11–13, 2012, Lect Notes Comput Sci 2012;7339:45–255, Springer.
  • 22. Szczęsna A, Tomaszek M. Evaluation project of serious games for children focused on psychological goals. Stud Inf 2012;33:43–57.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-dd81b382-6a73-44b6-9896-6b67d510bfd7
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.