Serious Games for Healthcare: Applications and Implications.
Serious Games for Healthcare: Applications and Implications.
复制标题
医疗保健严肃游戏:应用和影响。
DOI:
10.1089/g4h.2013.0062
复制
发表时间:
2013
影响因子:
3.5
通讯作者:
Lu,AmyShirong
中科院分区:
文献类型:
--
作者:
Lu,AmyShirong
The videogame industry has continued its growth into a multibillion-dollar business over the past 30 years, outpacing that of the movie and music industries. In the past decade, substantial work has been committed to videogame development and research for education, social change, and health. To many people, expressions such as ‘‘serious games’’no longer sound novel. However, few books on serious games have specifically focused on games that are health carerelated. Serious Games for Healthcare: Applications and Implications, released in the summer of 2013, offers a much-needed platform for people interested in this topic. The book consists of 14 chapters. The targeted audiences include academic and industrial researchers, game professionals and developers, and health and social services professionals who would like to understand the design, development, and deployment of videogames in healthcare settings, as well as the trends and commercial potential of these games. Accordingly, the chapters are arranged in three sections. Section I covers key trends in serious games for healthcare. Chapter 1 showcases the potential of immersive virtual environments, also known as serious virtual environments. Although the virtual world focuses less on gaming, it serves an alternative or complementary technology platform to serious games due to its relatively faster development and deployment cycle, and lower cost. Chapter 2 focuses on the use of metaphor in serious game design. Metaphor, according to the authors, refers to ‘‘the substitution of a game universe for a context of reference, in which it is possible to use fantasy and abstraction to motivate or immerse the player’’(p. 26). Although metaphors would be helpful to transfer the health message to the public, health professionals would benefit more from a direct approach (featuring a realistic hospital setting instead of a fantasy world of magic). Chapter 3 explores the use of games for rehabilitation and recovery purposes. Games provide engaging environments with motivational features such as entertainment value, outcome measurement objectivity, and personalized treatment for the player. This section concludes with a review of modern game engines (Chapter 4) typically used for first-person-shooter games and discusses their suitability and applicability to healthcare training. These game engines can help to create rapid, efficient technologies for creating high-fidelity, interactive environments within a healthcare context. Section II focuses on serious games’ design and development. Chapter 5 surveys a range of ethical considerations unique to games for health care and discusses their implications. Although the industry lacks guidelines for ethics in healthcare game design, this chapter provides a useful summary of the key considerations in ensuring ethical design and future research directions. Chapter 6 discusses rehabilitation for stroke patients. This chapter emphasizes the importance of creating appropriate levels of challenge to meet the participants’ needs while maintaining sufficient interest levels. It presents a user study featuring a game that can dynamically adjust the difficulty levels. Chapter 7 discusses an intervention mapping approach for the design of a serious game for sex education. This approach uses structures and detailed planning to ensure that the resulting intervention is based on the participants’ needs, informed by theory and evidence, and sensitive to the contextual climate in which it will be used. Chapter 8 reviews the status of current nutrition games and research and refers to applicable resources on this topic. There is a dire need for nutrition education …