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What is Feasibility

Handbook of Research on Promoting Economic and Social Development Through Serious Games
The degree to which a proposed product is a practical solution for all involved stakeholders.
Published in Chapter:
Gamifying Interventions: Sweetening Mental Health Interventions for Children
Nicholas Kun Lie Goh (Institute of Mental Health, Singapore), Tze Jui Goh (Institute of Mental Health, Singapore), Choon Guan Lim (Institute of Mental Health, Singapore), and Daniel Shuen Sheng Fung (Institute of Mental Health, Singapore)
DOI: 10.4018/978-1-7998-9732-3.ch013
Abstract
A key ingredient in successful psychological therapies is found in patients' motivation and willingness to engage in and follow through with the therapy program. Engaging children is challenging for various reasons, such as their role in their presentation for treatment and differences in parent and child motivations. This chapter explores the utility of serious games as a potential option that offers an engaging and effective approach to psychiatric treatment for children and adolescents with mental health difficulties. The authors review research projects utilizing the serious games methodology at the Child Guidance Clinic, an outpatient psychiatric clinic for children and adolescents in Singapore, in the management of various mental health concerns. The utility and feasibility of gamified interventions for autism spectrum disorders, attention-deficit hyperactive disorder, anxiety disorders, and anger management issues are discussed, along with practical implications for the application of serious games in mental healthcare.
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Supporting Children and Families During the Kindergarten Transition: Connection-Focused Home Visiting
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Design Thinking at EPS: An Interdisciplinary and International Experience
What is possible to be manufactured or produced in the near future, with the technology we know today.
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