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...
| Main Authors: | , |
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| Format: | Article |
| Published: |
Chartered Institute of Ergonomics & Human Factors
2015
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| Online Access: | https://eprints.nottingham.ac.uk/31752/ |
| _version_ | 1848794266073038848 |
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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. |
| first_indexed | 2025-11-14T19:13:27Z |
| format | Article |
| id | nottingham-31752 |
| institution | University of Nottingham Malaysia Campus |
| institution_category | Local University |
| last_indexed | 2025-11-14T19:13:27Z |
| publishDate | 2015 |
| publisher | Chartered Institute of Ergonomics & Human Factors |
| recordtype | eprints |
| repository_type | Digital Repository |
| 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/ |