Skip to main content

Public Health Education Via Computer Games

  • Living reference work entry
  • First Online:
Encyclopedia of Computer Graphics and Games
  • 72 Accesses

Synonyms

Edutainment; Purposeful games; Serious games; Transformative games

Definitions

Purposeful games:

These are games which have specific objectives besides entertainment, like providing new knowledge to the player on a specific topic or enhancing the usage of existing knowledge, or improving his/her motor skill, benefitting him/her directly, or using the player to serve some other purpose like generating data for machine learning using gameplay, e.g., a game may require a player to match products with customers and the player’s answers may be used to train a computer program to perform this task automatically in the future. Though the player matching the products and customers may be paid, she/he may not get any intellectual benefits or improve motor skills.

Serious games:

These are purposeful games intended to benefit the player directly by providing new knowledge or enhancing the usage of existing knowledge, or helping the player improve some motor skill, to change his/her...

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

References

  • Afyouni, I., Rehman, F.U., Qamar, A., Ahmad, A., Rahman, M.A., Basalamah, S.: A GIS-based serious game recommender for online physical therapy. In: Proceedings of the 3rd ACM SIGSPATIAL International Workshop on the Use of GIS in Public Health (HealthGIS), pp. 1–10 (2014)

    Google Scholar 

  • Amresh, A., Sinha, M., Birr, R., Salla, R.: Interactive cause-and-effect comic-book storytelling for improving nutrition outcomes in children. In: Proceedings of the 5th International Conference on Digital Health (DH), pp. 9–14 (2015)

    Google Scholar 

  • Assigana, E., Chang, E., Cho, S., Kotecha, V., Liu, B., Turner, H., Zhang, Y., Michael, G.C., Stevens, S.M.: TF-CBT triangle of life: A game to help with cognitive behavioral therapy. In: Proceedings of ACM Annual Symposium on Human-Computer Interaction in Play (CHI PLAY), pp. 339–342 (2014)

    Google Scholar 

  • Bartley, J., Forsyth, J., Pendse, P., Da, X., Brown, G., Hagseth, P., Agrawal, A., Goldberg, D.W., Hammond, T.: World of workout: A contextual mobile RPG to encourage long-term fitness. In: Proceedings of ACM SIGSPATIAL International Workshop on the Use of GIS in Public Health (HealthGIS), pp. 60–67 (2013)

    Chapter  Google Scholar 

  • Bassilious, E., Kapralos, B., DeChamplain, A., Mahmud, F.H., McCabe, I., Dubrowski, A., Stephan, M.: Power defense: A video game for improving diabetes numeracy. In: Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems (CHI), pp. 1327–1332 (2012)

    Google Scholar 

  • Chen, G., Baghaei, N., Sarrafzadeh, A., Manford, C., Marshall, S., Court, G.: Designing games to educate diabetic children. In: Proceedings of the Annual Conference of the Computer-Human Interaction Special Interest Group (CHISIG) of the Human Factors and Ergonomic Society of Australia (HFESA) (OZCHI), pp. 72–75 (2011)

    Google Scholar 

  • Font, J.M., Svensson, E., Hedvall, A.: Towards teaching maternal healthcare and nutrition in rural Ethiopia through a serious game. In: Extended Abstracts in the Proceedings of ACM Annual Symposium on Human-Computer Interaction in Play (CHI PLAY), pp. 187–193 (2017)

    Google Scholar 

  • Glasemann, M., Kanstrup, A.M., Ryberg, T.: Making chocolate-covered broccoli: Designing a mobile learning game about food for young people with diabetes. In: Proceedings of the Biennial ACM SIGCHI Conference on Designing Interactive Systems (DIS), pp. 262–271 (2010)

    Chapter  Google Scholar 

  • Goldman, T., Lee, F., Zhu, J.: Using video games to facilitate understanding of attention deficit hyperactivity disorder: A feasibility study. In: Proceedings of ACM Annual Symposium on Human-Computer Interaction in Play (CHI PLAY), pp. 115–120 (2014)

    Google Scholar 

  • Guana, V., Schepens, E., Xiang, T., Stroulia, E., Zhang, H.: UnderControl: An educational serious game for reproductive health. In: Proceedings of ACM Annual Symposium on Human-Computer Interaction in Play (CHI PLAY), pp. 339–342 (2014)

    Google Scholar 

  • Hsu, S.-J., Hsu, F.-C., Tseng, W.-S., Lo, Y.-Y.: iSpine: A motion-sensing edutainment system for improving children’s spinal health. In: Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems (CHI), pp. 2635–2638 (2013)

    Google Scholar 

  • Hughes, C.E., Hall, T., Ingraham, K., Epstein, J.A., Hughes, D.E.: Enhancing protective role-playing behaviors through avatar-based scenarios. In: Proceedings of the IEEE International Conference on Serious Games and Applications for Health (SeGAH), pp. 1–6 (2016)

    Google Scholar 

  • Kolakowska, A., Landowska, A., Karpienko, K.: Gyroscope-based game revealing progress of children with autism. In: Proceedings of the Third International Conference on Machine Learning and Soft Computing (ICMLSC), pp. 19–24 (2017)

    Google Scholar 

  • Molnar, A., Kostkova, P.: Mind the gap: From desktop to app. In: Proceedings of the 5th International Conference on Digital Health (DH), pp. 15–16 (2015)

    Google Scholar 

  • Nirmal, R., Yun, C., Le, M., Paripoonnanonda, P., Yi, J.: Digital health game on cervical health and its effect on American women’s cervical cancer knowledge. In: Proceedings of the IEEE International Games Innovation Conference (IGIC), pp. 191–198 (2013)

    Google Scholar 

  • Wehbe, R.R., Watson, D.K., Tondello, G.F., Ganaba, M., Stocco, M., Lee, A., Nacke, L.E.: ABOVE WATER: An educational game for anxiety. In: Proceedings of ACM Annual Symposium on Human-Computer Interaction in Play (CHI PLAY), pp. 79–84 (2016)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Amol D. Mali .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer Nature Switzerland AG

About this entry

Check for updates. Verify currency and authenticity via CrossMark

Cite this entry

Mali, A.D. (2018). Public Health Education Via Computer Games. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_270-1

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-08234-9_270-1

  • Received:

  • Accepted:

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-08234-9

  • Online ISBN: 978-3-319-08234-9

  • eBook Packages: Springer Reference Computer SciencesReference Module Computer Science and Engineering

Publish with us

Policies and ethics