{{Short description|Games used for health education}} '''Video Games for Health''' are games that aim to either educate, promote health or to prevent, diagnose or treat (chronic) diseases. These games, which are generally considered serious games, aim to influence health outcomes by increasing the user's knowledge and changing their behaviors through play. Several Types of Health Games are used in clinical settings, public health programs, and personal wellness contexts, for both physical and mental rehabilitation.<ref name=":0">{{Cite journal |last1=Institute of Digital Media and Child Development Working Group on Games for Health |last2=Baranowski |first2=Tom |last3=Blumberg |first3=Fran |last4=Buday |first4=Richard |last5=DeSmet |first5=Ann |last6=Fiellin |first6=Lynn E. |last7=Green |first7=C. Shawn |last8=Kato |first8=Pamela M. |last9=Lu |first9=Amy Shirong |last10=Maloney |first10=Ann E. |last11=Mellecker |first11=Robin |last12=Morrill |first12=Brooke A. |last13=Peng |first13=Wei |last14=Shegog |first14=Ross |last15=Simons |first15=Monique |title=Games for Health for Children—Current Status and Needed Research |journal=Games for Health Journal |date=2016 |language=en |volume=5 |issue=1 |pages=1–12 |doi=10.1089/g4h.2015.0026 |issn=2161-783X |pmc=4770851 |pmid=26262772}}</ref> These games use elements such as rules, objectives, challenges, and feedback, typically found in entertaining games, to engage individuals with various physical and mental needs, and of different ages, in health related activities.<ref name=":1">{{Cite journal |last1=Wang |first1=Yue |last2=Wang |first2=Zhao |last3=Liu |first3=Guoqing |last4=Wang |first4=Zhangyi |last5=Wang |first5=Qinglong |last6=Yan |first6=Yishan |last7=Wang |first7=Jing |last8=Zhu |first8=Yue |last9=Gao |first9=Weijie |last10=Kan |first10=Xiangling |last11=Zhang |first11=Zhiguo |last12=Jia |first12=Lixia |last13=Pang |first13=Xiaoli |date=2022-06-10 |title=Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis |journal=Frontiers in Public Health |volume=10 |article-number=896974 |doi=10.3389/fpubh.2022.896974 |doi-access=free |issn=2296-2565 |pmc=9231462 |pmid=35757619 |bibcode=2022FrPH...1096974W }}</ref>
== Term definition == The genre of Games for Health covers digital games which are intentionally designed to prevent, treat, manage, and educate on various health related topics.<ref name=":0" /> These include serious games, simulations, and gamified apps that are designed from the first step to consider health and wellness goals<ref>{{Cite journal |last1=Wattanasoontorn |first1=Voravika |last2=Boada |first2=Imma |last3=García |first3=Rubén |last4=Sbert |first4=Mateu |title=Serious games for health |journal=Entertainment Computing |date=2013 |volume=4 |issue=4 |pages=231–247 |doi=10.1016/j.entcom.2013.09.002 |issn=1875-9521}}</ref> While Serious games cover all types of games excluding entertainment, such as military and education, Games for Health are strictly for the use in medical environments.<ref name=":1" />
The main goal for games for health is to foster behavioral changes, improve physical and fine motor skills, and provide support for cognitive rehabilitation.<ref name=":2">{{Cite web |title=From Games to Gains: The Benefits of Gamification for Health. {{!}} Kadence |url=https://kadence.com/knowledge/from-games-to-gains-the-benefits-of-gamification-for-health/ |access-date=2026-02-17 |website=kadence.com |language=en-gb}}</ref> Unlike entertainment gaming, which typically prioritizes fun and amusement, Games for Health are mostly about intentional medicinal impact, often developed with feedback from healthcare professionals to make sure that efficacy is measured correctly, and that progress is not hindered.<ref name=":2" />
=== Interdisciplinary definition === The field of Games for Health combines several disciplines such as game design and programming, psychology of designing games with various intentions and motivations, medical knowledge for physical and cognitive rehabilitation, and educational knowledge to improve learning methods.<ref name=":3">{{Cite book |last1=Kelley |first1=Christina |last2=Wilcox |first2=Lauren |last3=Ng |first3=Wendy |last4=Schiffer |first4=Jade |last5=Hammer |first5=Jessica |chapter=Design Features in Games for Health: Disciplinary and Interdisciplinary Expert Perspectives |date=2017-06-10 |title=Proceedings of the 2017 Conference on Designing Interactive Systems |language=en |publisher=ACM |pages=69–81 |doi=10.1145/3064663.3064721 |isbn=978-1-4503-4922-2 |pmc=5581190 |pmid=28868523}}</ref> Due to the Interdisciplinary nature of these games, the final design is a game that is not only fun to play, especially considering the wide range of patients that benefit from these games, but is also incorporated into the treatment plan of patients.<ref name=":3" />
An important idea used in Games for Health is the self determination theory, which states that people are motivated when playing video games when they feel personal choice, progress, and connection with others.<ref name=":4">{{Cite journal |last1=Ryan |first1=Richard M. |last2=Rigby |first2=C. Scott |last3=Przybylski |first3=Andrew |date=2006-12-12 |title=The Motivational Pull of Video Games: A Self-Determination Theory Approach |url=http://link.springer.com/10.1007/s11031-006-9051-8 |journal=Motivation and Emotion |language=en |volume=30 |issue=4 |pages=344–360 |doi=10.1007/s11031-006-9051-8 |issn=0146-7239|url-access=subscription }}</ref> Although medical guidance dictates that Games for Health must follow proper treatment practices, this theory ensures that patients remain engaged with the game through a series of challenges, increasing difficulty and therefor reward, and social features to avoid alienating patients.<ref name=":4" />
== History == thumb|The Harvey Cardiovascular mannequin simulator-1968. '''Games for Health''' were initially developed as tools to educate students in medical training.<ref name=":5">{{Cite journal |last1=Bigdeli |first1=Shoaleh |last2=Kaufman |first2=David |date=2017 |title=Digital games in medical education: Key terms, concepts, and definitions |journal=Medical Journal of the Islamic Republic of Iran |volume=31 |pages=300–306 |doi=10.14196/mjiri.31.52 |issn=1016-1430 |pmc=5804455 |pmid=29445681}}</ref> One of the most notable examples of Games used in the health industry is the Harvey Cardiology simulator, which is a game developed in 1968 as a physical mannequin with audio to teach medical students the use of a stethoscope to listen to heart sounds and murmurs.<ref name=":5" /> This Mannequin marks the beginning of digital interactivity in the health industry.<ref name=":5" />
During the 1990s, advancements in Video game technology like CD-ROMs, also allowed the creation of games that are used in the Health industry but also marketed for a broader audience.<ref name=":6">{{Cite web |title=Dance Dance Revolution |url=https://www.museumofplay.org/games/dance-dance-revolution/ |website=The Strong National Museum of Play |language=en-US}}</ref> thumb|Dance Dance Revolution-1998 In 1998, Konami's ''Dance Dance Revolution'' (known as ''Dancing Stage'' in Europe), an arcade exergame became popular.<ref name=":6" /> Although it was released as an entertaining rhythm game, it inadvertently helped in strength, balance, and dexterity.<ref name=":6" />
By the end of the 1990s, The National Institute of Health provided funding and support for Video games in the Health industry.<ref name=":7">{{Cite web |title=History {{!}} NIMHD |url=https://www.nimhd.nih.gov/about/history |access-date=2026-02-18 |website=www.nimhd.nih.gov}}</ref> This shift legitimized the use of Video Games for health and medical use.<ref name=":7" />
By the early 2000s, Video Games were being programmed for physical and mental rehabilitation of patients, and for educational training of medical practitioners.<ref>{{Cite journal |last1=Haoran |first1=Gong |last2=Bazakidi |first2=Eleni |last3=Zary |first3=Nabil |date=August 2019 |title=Serious Games in Health Professions Education: Review of Trends and Learning Efficacy |journal=Yearbook of Medical Informatics |language=en |volume=28 |issue=1 |pages=240–248 |doi=10.1055/s-0039-1677904 |pmid=31022747 |pmc=6697512 |issn=0943-4747}}</ref> Re-Mission, a video game released by HopeLab in 2006, was designed for pediatric cancer patients.<ref name=":8">{{Cite web |title=History |url=https://hopelab.org/history/ |access-date=2026-02-18 |website=Hopelab |language=en}}</ref> The game was based on an idea by Pam Omidyar, founder of HopeLab.<ref name=":8" /> With her background as a researcher in Immunology, she wanted to create a game that helps young cancer patients fight cancer and learn more about their diagnosis through a series of challenges.<ref name=":8" />
A year later, in 2007, Nintendo released Wii Fit, which helped popularize exergames through movements like yoga and aerobics.<ref name=":9">{{Cite web |title=Wii Fit |url=https://www.nintendo.com/en-za/Games/Wii/Wii-Fit-283894.html |access-date=2026-02-18 |website=Nintendo of Europe SE |language=en-ZA}}</ref> The game went on to sell over 22 million units worldwide which brought mainstream interest in health games based in movement and balance.<ref name=":9" />
Adoption of Games for Health institutionally across hospitals and governments helped grow this industry.<ref>{{Cite web |last=Deloitte |date=2012-06-12 |title=The Serious Business of Games - WSJ |url=https://deloitte.wsj.com/cio/the-serious-business-of-games-01671162209 |access-date=2026-02-18 |website=The Wall Street Journal |language=en-US}}</ref> Towards the end of 2010s, due to the surge of interest from Venture capital, the healthcare gamification market was projected to reach 5.67 Billion dollars by 2025.<ref>{{Cite web |date=2026-01-22 |title=Healthcare Gamification Market Size, Share, Growth Analysis & Trends Report 2031 |url=https://www.mordorintelligence.com/industry-reports/healthcare-gamification-market |access-date=2026-02-18 |website=Mordor Intelligence |language=en}}</ref>
== Types of games ==
=== Marketed for patients ===
==== Mental and cognitive rehabilitation games ==== Rehabilitation Games are those designed to help patients recover, rebuild skills lost due to birth complications or accidents, and manage chronic conditions.<ref name=":10">{{Cite web |last=kjackson@professionalpt.com |date=2024-03-19 |title=Game Your Way to Recovery: Fun Games for Physical and Occupational Therapy |url=https://www.professionalpt.com/game-your-way-to-recovery-fun-games-for-physical-and-occupational-therapy-blog/ |access-date=2026-02-18 |website=Professional Physical Therapy |language=en-US}}</ref> Many can be personalized to adapt to the patients cognitive or motor training. An example of this is the use of VR hand tracking games that helps patients with epilepsy and survivors of stroke to practice movements such as grabbing items, while ensuring their physical safety.<ref name=":10" />
Some of the examples include EndeavorRx, which is a game used for children with ADHD, through progressively training their attention span by exposing them to challenging tasks. It was created by a team of Neurosurgeons and due to the official authorization from the FDA, must be prescribed by a healthcare professional.<ref>{{Cite web |title=ADHD Treatment For Kids {{!}} Digital Therapeutic Video Game for ADHD |url=https://www.endeavorrx.com/about-endeavorrx/ |access-date=2026-02-18 |website=EndeavorRx |language=en-US}}</ref>
==== Exergames ==== thumb|Game of Power Pong-2001 Another type of games made for the Health industry are exergames or fitness games which are games that encourage physical activity. Exergames use motion sensors to allow players to control actions in the game through walking, jumping, dancing, or mimicking any other physical activity.<ref name=":11">{{Cite web |title=Why You Should Give Exergaming a Try |url=https://health.clevelandclinic.org/exergaming |access-date=2026-02-18 |website=Cleveland Clinic |language=en}}</ref> In some cases, Exergames are combined with other technologies such as bikes, or treadmills to facilitate movement.<ref name=":11" />
=== Marketed for medical students === Some games for health are developed specifically for medical training and research.<ref name=":12">{{Cite journal |last1=Xu |first1=Maosen |last2=Luo |first2=Yong |last3=Zhang |first3=Yu |last4=Xia |first4=Ruolan |last5=Qian |first5=Hong |last6=Zou |first6=Xiuhe |date=2023-03-03 |title=Game-based learning in medical education |journal=Frontiers in Public Health |volume=11 |article-number=1113682 |doi=10.3389/fpubh.2023.1113682 |doi-access=free |issn=2296-2565 |pmc=10020233 |pmid=36935696 |bibcode=2023FrPH...1113682X }}</ref> They provide simulations that help students practice procedures like laparoscopic surgery. The games simulate operations and aid in hand-eye coordination, depth perception, and familiarizing students with procedure protocol and timing.<ref name=":12" />
== Applications ==
=== Physical rehabilitation === Physical Rehabilitation games are systems that use structured therapeutic movement to help improve coordination, balance, motor function and strength.<ref name=":13">{{Cite journal |last1=Vieira |first1=Catarina |last2=Ferreira da Silva Pais-Vieira |first2=Carla |last3=Novais |first3=João |last4=Perrotta |first4=André |date=2021-09-23 |title=Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review |journal=JMIR Serious Games |language=en |volume=9 |issue=3 |article-number=e20066 |doi=10.2196/20066 |doi-access=free|issn=2291-9279 |pmc=8498892 |pmid=34554102}}</ref> They differ from commercial exergames because they were developed in collaboration with healthcare professionals and are usually used in supervised therapeutic programs.<ref name=":13" /> Some of the neurological and musculoskeletal conditions treated are strokes, Parkinson's disease, orthopedic injuries, traumatic brain injury, and balance disorder from old age.<ref name=":13" /> The games would use technologies that track, capture, and analyze motion using sensors and platforms that are pressure sensitive.<ref name=":13" />
Physical Rehabilitation Games are mostly used as complementary tools in therapeutic programs since they are mostly designed to increase patient motivation and consistency to treatment plan.<ref name=":13" />
=== Neurological and cognitive rehabilitation === The recovery of mental health is aided through Cognitive and neurological rehabilitation games.<ref name=":14">{{Cite web |last=admin_n3ur01utions |date=2023-11-14 |title=Gaming After Stroke |url=https://www.neurolutions.com/treatment/gaming-after-stroke/ |access-date=2026-02-25 |website=Neurolutions |language=en-US}}</ref> These types of games help in memory, solving problems, planning, and attention, and they are often used in healthcare settings to help people effected by injury, illness, or any type of cognitive decline.<ref name=":14" /> Some of the tasks involved in those games include remembering patterns, reorganizing information, and gauging reflexes based on visual or sound cues.<ref name=":14" /> Because these games are based on repetitive tasks, one of their advantages is that they record performance data over time, which helps doctors and patients track improvements.<ref name=":14" />
In the case of stroke patients, game features should not cause anxiety, boredom, or lack of hope about any potential recovery in the future, and it is also best if they resemble commercial games played by the patient prior to the stroke.<ref name=":14" /> Some of the features that make a Video Game accessible to stroke patients include closed captioning, customization of game speed and difficulty, audio narration, and hardware that is adaptive to the physical capabilities of the patients such as button sensitivity.<ref name=":14" />
=== Mental health interventions === Video games can help patients experiencing anxiety disorders, PTSD, depression, and in some cases phobias.<ref name=":15">{{Cite journal |last1=Kowal |first1=Magdalena |last2=Conroy |first2=Eoin |last3=Ramsbottom |first3=Niall |last4=Smithies |first4=Tim |last5=Toth |first5=Adam |last6=Campbell |first6=Mark |date=2021-06-16 |title=Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games |journal=JMIR Serious Games |language=en |volume=9 |issue=2 |article-number=e26575 |doi=10.2196/26575 |doi-access=free|issn=2291-9279 |pmc=8277305 |pmid=34132648}}</ref> One of the more widely used techniques in these types of games is exposure therapy; patients confront triggers gradually in a safe virtual setting.<ref name=":15" /> additionally in some advanced systems, physiological sensors like heart rate monitors are used to measure stress responses.<ref name=":15" /> thumb|Siemens PC running Tetris A study at the University of Oxford showed that the game Tetris could help in reducing impact of traumatic memories.<ref name=":16">{{Cite web |date=2026-02-19 |title=Study shows that digital treatment with Tetris gameplay can dramatically reduce trauma memories {{!}} University of Oxford |url=https://www.ox.ac.uk/news/2026-02-19-study-shows-digital-treatment-tetris-gameplay-can-dramatically-reduce-trauma |access-date=2026-02-25 |website=www.ox.ac.uk |language=en}}</ref> The study concluded that those that play Tetris after a traumatic event, more than any other type of distraction, are more likely to severe the formation of intrusive thoughts.<ref name=":16" /> The success of this relies heavily on visuospatial processing power.<ref name=":17">{{Cite journal |last1=Trés |first1=Eduardo Sturzeneker |last2=Brucki |first2=Sonia Maria Dozzi |date=June 2014 |title=Visuospatial processing: A review from basic to current concepts |journal=Dementia & Neuropsychologia |volume=8 |issue=2 |pages=175–181 |doi=10.1590/S1980-57642014DN82000014 |pmid=29213900 |issn=1980-5764|pmc=5619126 }}</ref> In short, visuospatial processing is a model that explains the relationship between visual cues and the brains ability to multitask.<ref name=":17" /> Therefor by playing Tetris, the brain cannot focus on the formation of traumatic images.<ref name=":17" /> This helps patients experience fewer flashbacks however because the visual and verbal processes in the brain are wired separately, patients can still recall the details of the event verbally.<ref name=":17" />
Another game is REThink, which is widely accessible through the IOS.<ref name=":25">{{Cite journal |last1=David |first1=Oana A. |last2=Magurean |first2=Silvia |last3=Tomoiagă |first3=Cristina |date=2022-03-21 |title=Do Improvements in Therapeutic Game-Based Skills Transfer to Real Life Improvements in Children's Emotion-Regulation Abilities and Mental Health? A Pilot Study That Offers Preliminary Validity of the REThink In-game Performance Scoring |journal=Frontiers in Psychiatry |volume=13 |article-number=828481 |doi=10.3389/fpsyt.2022.828481 |doi-access=free|issn=1664-0640|pmc=8977605 }}</ref> It is a stand alone tool that helps regulate emotions in children and teenagers.<ref name=":25" /> The game has 7 levels, and each level builds up towards consolidating happiness skills.<ref name=":25" /> Additionally the game was tested in clinical trials registered under [https://clinicaltrials.gov/study/NCT04949620 ClinicalTrials.gov].
=== Medical and professional training === Digital simulations can help healthcare professionals practice and improve their technical skills.<ref name=":18">{{Cite web |date=2016-01-28 |title=Video games are changing medical education |url=https://www.ama-assn.org/education/changemeded-initiative/video-games-are-changing-medical-education |access-date=2026-02-25 |website=American Medical Association |language=en}}</ref> The two major categories are surgical simulations, and emergency response simulations.<ref name=":18" /> Surgical simulation help trainees practice medical procedures using anatomical models that are sometimes fitted with haptic feedback, while emergency response simulations help improve reaction time and response in sensitive scenarios like trauma care, and disaster response.<ref name=":18" />
One of the most established games for medical training is [https://virtualmedschool.com/abcdesim/ AbcdeSIM].<ref name=":19">{{Cite web |last=VirtualMedSchool |title=abcdeSIM {{!}} VirtualMedSchool |url=https://virtualmedschool.com/abcdesim/ |access-date=2026-02-25 |language=en-US}}</ref> The games simulates an emergency department with virtual patients, and doctors and nurses are taught to care for them while collecting points simultaneously.<ref name=":19" />
=== Public health and preventive education === In addition to patient care and medical training, Video games can be used in public health and preventive education.<ref name=":20">{{Cite journal |last1=Vanwinkelen |first1=Käbi |last2=Spruyt |first2=Bram |last3=Smits |first3=Tim |date=2026-01-08 |title=Digital Interventions Targeting Healthy and Sustainable Eating Behavior: Systematic Review and Meta-Analysis |journal=Journal of Medical Internet Research |language=en |volume=28 |pages=e80821 |article-number=v28i10170e80821 |doi=10.2196/80821 |doi-access=free|issn=1438-8871 |pmc=12782463 |pmid=41505650}}</ref> These programs raise awareness across large populations instead of targeted individuals, and they generally encourage healthier eating habits, smoking habits, and exercise using interactive challenges.<ref name=":20" />
Additionally they help in sexual health education specifically with topics like consent, contraception, and STDs, and in some cases they are more beneficial than any other intervention because they operate in a setting that is low in stigma and judgment.<ref>{{Cite journal |last1=Rubio |first1=Claudio |last2=Besoain |first2=Felipe |date=2025-01-15 |title=Pervasive Games for Sexual Health Promotion: Scoping Literature Review |journal=JMIR Serious Games |language=en |volume=13 |article-number=e58912 |doi=10.2196/58912 |doi-access=free|issn=2291-9279 |pmc=11780293 |pmid=39813670}}</ref>
Public Health games gained attention during Covid-19 outbreak in 2020.<ref name=":21">{{Cite web |date=2025-12-08 |title=Public health students preparing for next pandemic {{!}} About |url=https://www.stir.ac.uk/news/2025/december-2025-news/public-health-students-preparing-for-next-pandemic/ |access-date=2026-02-25 |website=University of Stirling |language=en}}</ref> The [https://dms.academy/public-policy-simulations/ DMS Academy Pandemic Simulation] helps students navigate a global disease in consideration with ethical issues, economical strain, and patient care.<ref name=":21" />
=== Environmental and spatial health simulation === Some environments can be simulated virtually to help people move through those spaces.<ref name=":22">{{Cite journal |last1=Pai |first1=Ming-Chyi |last2=Lin |first2=Yuh-Ting |last3=Hsiao |first3=Chung-Yao |last4=Lai |first4=Chia-Hung |last5=Chen |first5=Chih-Jen |last6=Hu |first6=Chaur-Jong |last7=Chen |first7=Cheng-Yu |date=2025-12-04 |title=Using Virtual Reality to Assess Spatial Navigation Ability in Individuals With Mild Cognitive Impairment and Older Adults: Cross-Sectional Study |url=https://aging.jmir.org/2025/1/e75952 |journal=JMIR Aging |language=en |volume=8 |pages=e75952 |article-number=v8i2e75952 |doi=10.2196/75952 |doi-access=free|issn=2561-7605}}</ref> This is especially beneficial for patients with dementia as they generally struggle with memory and navigation.<ref name=":22" /> Virtual stimulations can either help dementia patients more through spaces they are familiar with safely, or help researchers and architects design spaces and layouts that are easy to navigate.<ref name=":22" />
== Design principles == The main design principle in Games for Health is transfer of training, which means that any skills learned in video games should work in real life.<ref name=":23">{{Cite journal |last1=Koivisto |first1=J.-M. |last2=Haavisto |first2=E. |last3=Niemi |first3=H. |last4=Haho |first4=P. |last5=Nylund |first5=S. |last6=Multisilta |first6=J. |date=January 2018 |title=Design principles for simulation games for learning clinical reasoning: A design-based research approach |url=https://linkinghub.elsevier.com/retrieve/pii/S0260691717302423 |journal=Nurse Education Today |language=en |volume=60 |pages=114–120 |doi=10.1016/j.nedt.2017.10.002|pmid=29096383 |url-access=subscription }}</ref> Simulators must respond realistically with users and they must monitor progress to reflect changes.<ref name=":23" /> To do so, some of the design features are immediate feedback, and gradual increase in difficulty.<ref name=":23" />
Clinically, it is important to highlight not only if a game is effective for treatment but also why it is effective.<ref name=":26">{{Cite book |last1=Kelley |first1=Christina |last2=Wilcox |first2=Lauren |last3=Ng |first3=Wendy |last4=Schiffer |first4=Jade |last5=Hammer |first5=Jessica |chapter=Design Features in Games for Health: Disciplinary and Interdisciplinary Expert Perspectives |date=2017-06-10 |title=Proceedings of the 2017 Conference on Designing Interactive Systems |location=New York, NY, USA |publisher=ACM |pages=69–81 |doi=10.1145/3064663.3064721|pmc=5581190 |isbn=978-1-4503-4922-2 }}</ref> To accurately identify design features for Games for health, Sawyer and smith's taxonomy is a framework that help categorize games by their domain(professional practice, personal, academia, or public health). {| |+Sawyer and Smith Serious Games Taxonomy (2008) ! !Games for health !Advergames !Games for training !Games for education !Games for science !Production !Games as work |- !Government and NGO ! === <small>Public Health, Education and Mass casualty Response</small> === !<small>Political games</small> !<small>Employee training</small> !<small>Inform public</small> !<small>Data collection</small> !<small>Strategic planning</small> !<small>public diplomacy</small> |- !Defense !<small>Rehabilitation and wellness</small> !<small>Recruitment and propaganda</small> !<small>support training</small> !<small>school house education</small> !<small>wargames planning</small> !<small>weapon research</small> !<small>command and control</small> |- !Healthcare !<small>Exergames</small> !<small>public health awareness campaigns</small> !<small>training games for health professionals</small> !<small>disease management</small> !<small>epidemiology</small> !<small>biotech design</small> !<small>public health logistics</small> |- !Marketing !<small>advertising treatment</small> !<small>product placement</small> !<small>product use</small> !<small>product information</small> !<small>opinion research</small> !<small>machinima</small> !<small>opinion research</small> |- !Education !<small>inform about disease</small> !<small>social issue games</small> !<small>train teachers</small> !<small>learning</small> !<small>computer science</small> !<small>P2P learning constructive documentary</small> !<small>distance learning</small> |- !Corporate !<small>employee health information</small> !<small>customer education</small> !<small>employee training</small> !<small>certification</small> !<small>Ad visualization</small> !<small>strategic planning</small> !<small>command and control</small> |- !Industry !<small>occupational safety</small> !<small>sales and recruitment</small> !<small>employee training</small> !<small>workforce education</small> !<small>process optimization simulation</small> !<small>biotech design</small> !<small>command and control</small> |} A study conducted at Georgia Institute of Technology, showed themes common across all Video Games for Health.<ref name=":26" /> Those include Player characteristics such as health goal, and health status. Health model based on disease and level of seriousness. Game world development based on abstraction, quests, rewards, and storytelling. Game mechanics including Core loop, feedback, challenges, checkpoint, speed, and patterns. Player Behavior like exploration, interaction, and motivation. Context including modality, social play, and audience. and lastly possible outcomes such as behavioral changes, effectiveness, distraction, and reflection all account towards effectiveness of video Games for treatment plans.<ref name=":26" />
== Criticism and limitations == Games for Health sometimes do not work the same for everyone, and while some studies show positive results like the Tetris model for PTSD, others only show small improvements.<ref name=":24">{{Cite journal |last=Griffiths |first=Mark |date=2005-07-16 |title=Video games and health |journal=BMJ |language=en |volume=331 |issue=7509 |pages=122–123 |doi=10.1136/bmj.331.7509.122 |issn=0959-8138 |pmc=558687 |pmid=16020833}}</ref> Another concern is in cases where the simulation graphics are poorly designed, there may not be a successful transfer of training to real life.<ref name=":24" />
In addition, cost and access can also be a problem, especially since the FDA is yet to insure such treatments.<ref name=":24" /> Because of these reasons, Games for Health are generally used to support existing medical care and not meant to replace traditional treatments, and real life medical practice.<ref name=":24" />
== Examples of games for health ==
* Re-Mission 2: Nanobot's Revenge by HopeLab. For Treatment of Cancer * Bronki the Bronchiosaurus by Raya Systems. For Asthma Treatment * Bubble Rubble by Playnormous. For Physical Activity * Chicken Farm by Nobel Media. For Nutrition and wellbeing * Colorfall by Persuasive Games. For Mental health * Dex: Virtual Pet by Georgia Regents University. For Diabetes * Snow World by University of Washington. For Pain management * Virtual Iraq by Virtually better. For PTSD
== Games for Health in the industry ==
=== Conference === Games for Health is also the name of series of conferences made possible in part by funding from the Robert Wood Johnson Foundation as part of their Pioneer Portfolio program. Games for Health is a part of the Serious Games Initiative.
The conference has received media attention for its work to showcase the health and research implications of video games.<ref>{{cite web | url=http://www.washingtontimes.com/news/2008/may/11/digital-gamers-target-disease/ | year=2008 | title=Digital gamers target disease | publisher=The Washington Times | access-date=2010-04-13 }}</ref><ref>{{cite web | url=http://www.newsweek.com/id/134298 | year=2008 | last=Begley | first=Sharon | title=This Is Your Brain on a Videogame | publisher=Newsweek | access-date=2010-04-13 }}</ref><ref>{{cite web | url=https://www.npr.org/templates/story/story.php?storyId=90448872 | year=2008 | last=Aubrey | first=Allison | title=Gaming Your Way to Fitness | publisher=National Public Radio | access-date=2010-04-13 }}</ref>
* September 2004 – Madison, Wisconsin * September 2005 – Baltimore, Maryland * September 2006 – Baltimore, Maryland * May 2008 – Baltimore, Maryland * June 2009 – Boston, Massachusetts * May 2010 – Boston, Massachusetts
=== Journal === ''Games for Health Journal'' is also a peer-reviewed journal, which was launched in February 2012 and is published by Mary Ann Liebert publishers.<ref>{{Cite web |title=Games for health journal |url=https://journalpublishingguide.vu.nl/WebQuery/vubrowser/26845 |access-date=2024-08-25 |website=VU Amsterdam}}</ref>
==See also== *Exergaming *Serious Games *Medical Simulations *Traumatic memories *Baddeley's model of working memory
==References== {{reflist}}
==External links== * [https://web.archive.org/web/20180125135901/https://gamesforhealth.org/ Games for Health Conference Homepage] * [http://www.gamesforhealtheurope.org Games for Health Conference Europe Homepage] * [http://www.liebertpub.com/overview/games-for-health-journal/588/ Games for Health Journal Homepage]
Category:Health education in the United States Category:Mary Ann Liebert academic journals Category:Serious games