Download Games for Health 2014: Proceedings of the 4th conference on by Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam PDF

By Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam Vosmeer, Alex Gekker

Founded in 2004, the video games for overall healthiness venture helps group, wisdom and enterprise improvement efforts to exploit state of the art video games and video game applied sciences to enhance healthiness and healthiness care. The video games for healthiness convention brings jointly researchers, doctors and online game builders to percentage information regarding the influence of video games, playful interplay and online game applied sciences on wellbeing and fitness, healthiness care and coverage. Over days, greater than four hundred attendees perform over 60 classes supplied by means of a global array of eighty+ audio system, slicing throughout quite a lot of actions in health and wellbeing and wellbeing and fitness care. themes comprise exergaming, actual treatment, ailment administration, health and wellbeing habit swap, biofeedback, rehab, epidemiology, education, cognitive future health, nutrients and healthiness schooling.

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Extra info for Games for Health 2014: Proceedings of the 4th conference on gaming and playful interaction in healthcare

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Regina Friess, within the Master Design of Interactive Media at University of Furtwangen. Game Design of a Health Game for Supporting the Compliance of Adolescents with Diabetes central aspects we wanted to cover with the game concept were: Refer to the constant additional task-layer diabetics have to fulfil; give a heroic image to persons who have to manage this task and show that they therefore have to build up special forces; refer to the positive aspects of a social backing. The game will be developed on the basis of a simple and well-known game genre (Jump and Run).

Personal interests 5. Media usage (generally, Games, Computer Games) 6. n. , 2. ). , 5. ) should show the connection of the interview partners to media and to computer games, and it should show first design preferences of the diabetics. Those will be 41 Friess · Kolas · Knoch specified with several follow up interviews. The amount of all basic information, the score and the analysis of all interviews result in the basic of concept and the realization of the serious game. However, before the accomplishment of the expert talks, a pretest will be conducted which should eliminate potential deficiencies of the inquiry.

Later they will evaluate it as well. The persons who are questioned in this project will be interviewed personally. The qualitative interview is still believed to be the standard instrument of empiric social research for the investigation of knowledge, opinions, attitudes or estimations in the social scientific scope (Phillips 1971, Kaase et al. 1983; Schnell et al. 2005). The interview situation with the young diabetics will be partially structured (Atteslander 1984) because these are well suited for interviewing single persons.

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