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- Title
Serious Games and mHealth.
- Authors
Bashiri, Azadeh; Savareh, Behrouz Alizadeh
- Abstract
Game is a physical or mental, individual or group-based activity which has principles and rules and is usually intended for entertainment or fun. Based on Maslow's hierarchy of needs, game by acquiring skills and leading to honor, can cause esteem and self-actualization. Reduction of stress and anxiety, stimulates interaction, promotes teamwork, enhances motivation and increase of knowledge are some examples of game advantages. The concept of serious game was first introduced in 1970 by Clark C. ABT. This technology can train and educate while entertaining users. Serious games by digital technologies such as virtual reality (AR) and augmented reality (AR) can simulate the real life to achieve implicit objectives, including skill improvement, get knowledge and experience, and physical improvement and recovery. Reasons such as behavioral changes, reduced workload, inexpensive technology and scientifically validated, lead us to use serious games in healthcare. Games for health (G4H), offer opportunities in health monitoring, clinical detection, treatment, rehabilitation and recovery, tracking, professional and non-professional training, and education. The recent advances to use mobile technologies in healthcare and the emergence of mobile health (m-Health), have led to many serious games to develop in these platforms. Mobile serious games provide reliable information and qualified content while offering interactivity to the user and, according to the studies, have successful experience in the physical therapies, chronic disease control, cognitive rehabilitation and medication management.
- Subjects
AMERICAN Ballet Theatre; MOBILE health; MEDICATION therapy management; MOBILE games; COGNITIVE rehabilitation; AUGMENTED reality; GAMES
- Publication
Journal of Biomedical Physics & Engineering, 2021, Vol 11, p2
- ISSN
2251-7200
- Publication type
Article