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Using Serious Games for Mental Health Education

Using Serious Games for Mental Health Education

Anya Andrews, Rachel Joyce, Clint Bowers
ISBN13: 9781615207398|ISBN10: 1615207392|ISBN13 Softcover: 9781616922665|EISBN13: 9781615207404
DOI: 10.4018/978-1-61520-739-8.ch013
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MLA

Andrews, Anya, et al. "Using Serious Games for Mental Health Education." Serious Game Design and Development: Technologies for Training and Learning, edited by Jan Cannon-Bowers and Clint Bowers, IGI Global, 2010, pp. 246-259. https://doi.org/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). IGI Global. https://doi.org/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, edited by Jan Cannon-Bowers and Clint Bowers, 246-259. Hershey, PA: IGI Global, 2010. https://doi.org/10.4018/978-1-61520-739-8.ch013

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Abstract

A 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.

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