Games to engage: increasing mental health awareness

In recent years there has been rapid growth in the development and use of digital tools in healthcare. One area of research interest is the use of games as tools to improve health and education. Gamification of health is a broad area that includes games aimed at encouraging healthy behaviours throug...

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Main Authors: Craven, Michael P., Simons, Lucy
Format: Article
Published: Chartered Institute of Ergonomics & Human Factors 2015
Online Access:https://eprints.nottingham.ac.uk/31752/
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author Craven, Michael P.
Simons, Lucy
author_facet Craven, Michael P.
Simons, Lucy
author_sort Craven, Michael P.
building Nottingham Research Data Repository
collection Online Access
description In recent years there has been rapid growth in the development and use of digital tools in healthcare. One area of research interest is the use of games as tools to improve health and education. Gamification of health is a broad area that includes games aimed at encouraging healthy behaviours through motivation, 'exergaming, ' which explicitly aims to improve health through physical activity, 'serious games' that are intended to support therapies and rehabilitation, and games that support training, for example through simulation. Another area is public health awareness and education which is an area of current research in MindTech. [...] If done with care and sensitivity, bringing game elements into the toolkit of user-centred design methodologies for engaging people with research and mental health awareness has good potential and is worthy of continued attention.
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spelling nottingham-317522020-05-04T20:10:01Z https://eprints.nottingham.ac.uk/31752/ Games to engage: increasing mental health awareness Craven, Michael P. Simons, Lucy In recent years there has been rapid growth in the development and use of digital tools in healthcare. One area of research interest is the use of games as tools to improve health and education. Gamification of health is a broad area that includes games aimed at encouraging healthy behaviours through motivation, 'exergaming, ' which explicitly aims to improve health through physical activity, 'serious games' that are intended to support therapies and rehabilitation, and games that support training, for example through simulation. Another area is public health awareness and education which is an area of current research in MindTech. [...] If done with care and sensitivity, bringing game elements into the toolkit of user-centred design methodologies for engaging people with research and mental health awareness has good potential and is worthy of continued attention. Chartered Institute of Ergonomics & Human Factors 2015-02 Article PeerReviewed Craven, Michael P. and Simons, Lucy (2015) Games to engage: increasing mental health awareness. Ergonomist (536). pp. 4-5. ISSN 0259-2221
spellingShingle Craven, Michael P.
Simons, Lucy
Games to engage: increasing mental health awareness
title Games to engage: increasing mental health awareness
title_full Games to engage: increasing mental health awareness
title_fullStr Games to engage: increasing mental health awareness
title_full_unstemmed Games to engage: increasing mental health awareness
title_short Games to engage: increasing mental health awareness
title_sort games to engage: increasing mental health awareness
url https://eprints.nottingham.ac.uk/31752/