Health behaviour change through computer games : characterising interventions

Nathan Poultney, Anthony Maeder, Jeewani Anupama Ginige

Research output: Chapter in Book / Conference PaperConference Paperpeer-review

1 Citation (Scopus)

Abstract

Recently games in the form of video, computer, or mobile apps have been utilised as an effective component of interventions for health behaviour change. This paper provides an overview of related projects reported in peerreview literature in the period 2006 to 2016. Nine highly relevant references were considered for analysis. The findings are presented according to 3 dimensions of characterisation: health intention, behaviour change principle, and health purpose.
Original languageEnglish
Title of host publicationThe Promise of New Technologies in an Age of New Health Challenges: Selected Papers from 5th Global Telehealth Conference 2016, Auckland, New Zealand, 1-2 November 2016
PublisherIOS Press
Pages91-98
Number of pages8
ISBN (Print)9781614997115
DOIs
Publication statusPublished - 2016
EventGlobal Telehealth (Conference) -
Duration: 1 Nov 2016 → …

Conference

ConferenceGlobal Telehealth (Conference)
Period1/11/16 → …

Open Access - Access Right Statement

© 2016 The authors and IOS Press. This article is distributed under the terms of the Creative Commons Attribution Non-Commercial License 4.0 (CC BY-NC 4.0)

Keywords

  • computer games
  • health behavior
  • health promotion
  • mobile apps
  • video games

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