Abstract
Digital game-based approaches can be used in the field of prevention and health promotion, for example to promote health-related information or to foster health behavior change. The two most relevant game approaches are "serious games" (games with a serious background) and "gamification" (the application of game-typical elements in nongame contexts). The term serious games is used to describe games that are used to convey serious content, such as health issues. Gamification uses game-design elements such as points, leaderboards, awards, profile design, and team events to increase motivation and performance, for example in learning environments. This narrative article examines the mode of action and study situation as well as the advantages and disadvantages of playful applications in prevention and health promotion and exemplifies some of these applications. Serious games and gamification show great potential in prevention and health promotion. Especially in the case of target groups that are difficult to reach and disinterested, a direct connection to their living environment can be established. The foundations for the effective use of playful approaches in the work and training of health professionals are their already high level of familiarity with the medium of games and that games directly address the basic psychological needs to increase motivation.
Dokumententyp: | Zeitschriftenartikel |
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Fakultät: | Medizin
Psychologie und Pädagogik > Department Pädagogik und Rehabilitation |
Themengebiete: | 600 Technik, Medizin, angewandte Wissenschaften > 610 Medizin und Gesundheit
100 Philosophie und Psychologie > 150 Psychologie |
ISSN: | 1436-9990 |
Sprache: | Deutsch |
Dokumenten ID: | 84797 |
Datum der Veröffentlichung auf Open Access LMU: | 25. Jan. 2022, 09:11 |
Letzte Änderungen: | 25. Jan. 2022, 09:11 |