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Einführung in die Vergangenheit, Gegenwart und Zukunft von Serious Games (for Health)

Translated title of the contribution: Introduction to the past, present and future of serious games (for health)

    Research output: Journal contributionsScientific review articlesResearch

    5 Citations (Scopus)

    Abstract

    Background: (Serious) Games have been used for several educational and health-related interventions in health promotion and prevention. The use of games for serious purposes is strategy that dates back to the beginning of humankind. Objectives: The following article will outline the evolutionary lines of Serious Games, starting with the first traces of games in human history up to the present. In-depth consideration of factors influencing the development of Serious Games in the past and present outline possible future developments and may lead to a better understanding of today’s developments. Materials and methods: The present work is a narrative review and outlines the most important developments of games. The development of Serious Games for Health will be considered in more detail. The various influencing factors from the entertainment and military sectors are outlined as well as new technologies that change the use of games for serious purposes. Results: The development of Serious Games in the history of humankind is shown in a timeline. Games with a serious intention have been part of the culture since the beginning of humanity. Serious Games is not a new technology trigger, but has always been closely linked to learning. Various factors influencing the development of Serious Games have led to a very diverse, interprofessional and interdisciplinary field of research and application. Conclusions: Serious Games (for Health) and playful applications like gamification offer great potential for work in prevention, health promotion, medicine and health education. Due to the widespread use of the medium of play as an integral aspect of everyday life and culture, the achievement of hard-to-reach groups through this type of medium is very well possible. Aspects such as immersion, flow, storytelling and high interactivity and direct feedback make games an effective intervention strategy.

    Translated title of the contributionIntroduction to the past, present and future of serious games (for health)
    Original languageGerman
    JournalPravention und Gesundheitsforderung
    Volume13
    Issue number4
    Pages (from-to)272-279
    Number of pages8
    ISSN1861-6755
    DOIs
    Publication statusPublished - 01.11.2018

    UN SDGs

    This output contributes to the following UN Sustainable Development Goals (SDGs)

    1. SDG 3 - Good Health and Well-being
      SDG 3 Good Health and Well-being

    Research areas and keywords

    • Psychology

    ASJC Scopus Subject Areas

    • Public Health, Environmental and Occupational Health

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