title: Gamification and serious games for personalized health.
abstract: Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health providers, governments, and educators, all use computer games. This paper focuses on Games for Health, discussing the range of areas and approaches to developing these games. We extend a taxonomy for Games for Health, describe a case study on games for dementia sufferers, and finally, present some challenges and research opportunities in this area.
authors.affiliation: Gjovik University College, Norway. simon.mccallum@hig.no
authors.forename: Simon
authors.initials: S
authors.lastname: McCallum
mesh_terms: D003695:Delivery of Health Care / Q000379:methods*; D003936:Diagnosis, Computer-Assisted / Q000379:methods*; D005717:Games, Experimental; D057285:Precision Medicine / Q000379:methods*; D013813:Therapy, Computer-Assisted / Q000379:methods*; D018910:Video Games