Using Serious Games for Mental Health EducationAnya Andrews (Novonics Corporation, Training Technology Lab (TTL), USA), Rachel Joyce (University of Central Florida, USA) and Clint Bowers (University of Central Florida, USA)
Copyright © 2010. 14 pages.
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DOI: 10.4018/978-1-61520-739-8.ch013 Sample PDFCite
MLA
Andrews, Anya, Rachel Joyce and Clint Bowers. "Using Serious Games for Mental Health Education." Serious Game Design and Development: Technologies for Training and Learning. IGI Global, 2010. 246-259. Web. 19 May. 2013. doi:10.4018/978-1-61520-739-8.ch013
APA
Andrews, A., Joyce, R., & Bowers, C. (2010). Using Serious Games for Mental Health Education. In J. Cannon-Bowers, & C. Bowers (Eds.), Serious Game Design and Development: Technologies for Training and Learning (pp. 246-259). Hershey, PA: Information Science Reference. doi:10.4018/978-1-61520-739-8.ch013
Chicago
Andrews, Anya, Rachel Joyce and Clint Bowers. "Using Serious Games for Mental Health Education." In Serious Game Design and Development: Technologies for Training and Learning, ed. Jan Cannon-Bowers and Clint Bowers, 246-259 (2010), accessed May 19, 2013. doi:10.4018/978-1-61520-739-8.ch013
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 Favorite  | | TopAbstractA significant number of research and experimentation efforts are currently underway to identify the effective ways of leveraging advanced gaming technologies towards the development of innovative training and education solutions for the mental health domain. This chapter identifies mental health training and education needs of modern “at risk” populations and discusses the potential of serious games as instructional interventions for addressing those needs. Special attention is paid to the importance of prevention training and ways to facilitate prevention by using serious games. Within the chapter, the authors cite a number of specific mental health-related serious game efforts and discuss design considerations for effective serious games. TopComplete Chapter List
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The concept of mini-games has long been associated with small uninspired games found in conventional Computer Based Training (CBT). They have traditionally been made...
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| 2. |
Rudy McDaniel (University of Central Florida, USA), Stephen M. Fiore (University of Central Florida, USA), Denise Nicholson (University of Central Florida, USA)
In this chapter, the authors explore the nature and function of storytelling in serious games. Drawing from the field of narratology, they explore research related t...
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| 3. |
Holly Blasko-Drabik (University of Central Florida, USA), Tim Smoker (University of Central Florida, USA), Carrie E. Murphy (University of Central Florida, USA)
Usability testing can be used as an effective tool throughout the design and development of a serious game. User responses to the usability measures can help designe...
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| 4. |
Modern computer gaming technology offers a rich potential as a platform for the creation of compelling immersive training systems, and there have been a number of ga...
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David Metcalf (University of Central Florida, USA), Sara Raasch (42 Entertainment, USA), Clarissa Graffeo (University of Central Florida, USA)
This chapter discusses DAU CardSim, a multiplayer card game for teaching defense acquisition strategies, and addresses the challenges in moving from a paper prototyp...
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| 6. |
Christopher Ault (The College of New Jersey, USA), Ann Warner-Ault (The College of New Jersey, USA), Ursula Wolz (The College of New Jersey, USA), Teresa Marrin Nakra (The College of New Jersey, USA)
Despite the maturation of the video games medium, most self-identified learning games take the traditional but flawed approach of transmitting fact-based content to...
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| 7. |
Henry Kelly (Federation of American Scientists, USA)
The quality of the U.S. workforce is critical for a competitive economy in today’s fast-paced, tightly connected global economy. Given current trends the quality of...
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| 8. |
Cleotilde Gonzalez (Carnegie Mellon University, USA), Lisa Czlonka (Carnegie Mellon University, USA)
This chapter presents an investigation on decision-making in a dynamic and complex situation, the solution of international conflict, and the achievement of peace. T...
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| 9. |
Mihai Nadin (University of Texas at Dallas, USA)
This study highlights the findings of researchers who, since the early 1980s, recognized the potential of engaging seniors in game interactions as an alternative to...
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| 10. |
Yolanda A. Rankin (IBM Almaden Research Center, USA), Marcus W. Shute (Clark Atlanta University, USA)
Serious games designed for educational purposes promote acquisition of knowledge and skills that are valued in the both the virtual realm and the real world. However...
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| 11. |
Ross Shegog (UT-School of Public Health, USA)
Serious games are gaining profile as a novel strategy to impact health behavior change in the service of national health objectives. Research has indicated that many...
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| 12. |
Claudia L. McDonald (Texas A&M University-Corpus Christi, USA)
Medical education faces a host of obstacles in coming decades requiring that it rethink the way it delivers medical curricula, especially with regard to critical thi...
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| 13. |
Anya Andrews (Novonics Corporation, Training Technology Lab (TTL), USA), Rachel Joyce (University of Central Florida, USA), Clint Bowers (University of Central Florida, USA)
A significant number of research and experimentation efforts are currently underway to identify the effective ways of leveraging advanced gaming technologies towards...
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| 14. |
Martin Knöll (University of Stuttgart, Germany)
Prevention and therapy of emerging lifestyle diseases are strongly linked to daily behavior, physical activity, and knowledge of healthy life. The potentials of seri...
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| 15. |
Jeanne D. Johnston (Indiana University, USA), Lee Sheldon (Indiana University, USA), Anne P. Massey (Indiana University, USA)
Physical inactivity is largely preventable through education, individual, and/or community-based interventions. Yet, in the college-age population, traditional inter...
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| 16. |
Alicia Sanchez (Defense Acquisition University, USA), Janis A. Cannon-Bowers (University of Central Florida, USA), Clint Bowers (University of Central Florida, USA)
Using video games to train and educate is a notion that is gaining traction among gamers, parents, and serious educators alike. Unfortunately, to date there have bee...
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| 17. |
Jan Cannon-Bowers (University of Central Florida, USA)
Despite the fact that people have been playing games since before recorded history, the field of Serious Games—as a scientifically valid and viable area of investiga...
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