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 language | English |
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Title of host publication | The 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 |
Publisher | IOS Press |
Pages | 91-98 |
Number of pages | 8 |
ISBN (Print) | 9781614997115 |
DOIs | |
Publication status | Published - 2016 |
Event | Global Telehealth (Conference) - Duration: 1 Nov 2016 → … |
Conference
Conference | Global Telehealth (Conference) |
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Period | 1/11/16 → … |
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