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Serious Games for Health

Serious Games for Health

New developments in games advertise themselves by using the potential of so-called  “exergames”  to  increase fitness  as  players have to demonstrate physical involvement. On the contrary, a great deal less attention has been paid to date to games, which use their entertainment potential to communicate pedagogical and socially relevant topics, be that in the context of politics, medicine and health promotion. This expert opinion on “Serious Games for Health” gives an overview of the current state of research and demonstrates the potential of these computer games for health promotion.

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Project Description

Computer and video games are discussed publicly above all with regard to potential risks and the protection of minors. At the same time, a market for computer games has developed, which use the entertainment potentioal for health-related objectives, such as prevention, disease management, rehabilitation, and so on. The expert opinion "Der gespielte Ernst des Lebens: Bestandsaufnahme und Potenziale von Serious Games (for Health)“ [Games and the Serious Side of Life: An Overview of Serious Games (for Health) and Their Potentials] demonstrates the current state of research and the potential of these computer games for health promotion.

  • Lampert, C.; Schwinge, C.; Tolks, D. (2009): Der gespielte Ernst des Lebens: Bestandsaufnahme und Potenziale von Serious Games (for Health) [Games and the Serious Side of Life: An Overview of Serious Games (for Health) and Their Potentials] . In: MedienPädagogik. Zeitschrift für Theorie und Praxis der Medienbildung (Special Issue 15/16: Computerspiele und Videogames in formellen und informellen Bildungskontexten [Computer Games and Video Games in Formal and Informal Educational Contexts]). DOI: http://dx.doi.org/10.21240/mpaed/15+16/2009.03.11.X
see also:
  • Lampert, C.; Tolks, D. (2016): Grundtypologie von digitalen Spieleanwendungen im Bereich Gesundheit [Basic Typology of Digital of Game Application in the Area of Health]. In:  K. Dadaczynski, S. Schiemann, P. Paulus (eds.), Gesundheit spielend fördern. Potenziale und Herausforderungen von digitalen Spieleanwendungen für die Gesundheitsförderung und Prävention [Promoting Health with Games. Potentials and Challenges of Digital Game Applications for Health Promotion and Prevention]. Weinhein, Basel: Beltz Verlag, pp. 218-233.
  • Tolks, D.; Lampert, C. (2016): Abgrenzung von Serious Games zu anderen  Lehr- und Lernkonzepten [Distinction from Serious Games to Other Teaching and Learning Concepts]. In: K. Dadaczynski, S. Schiemann, P. Paulus  (eds.), Gesundheit spielend fördern. Potenziale und Herausforderungen von digitalen Spieleanwendungen für die Gesundheitsförderung und Prävention [Promoting Health with Games. Potentials and Challenges of Digital Games for Health Promotion and Prevention]. Weinhein, Basel: Beltz Verlag: pp. 191-217.

Project Information

Overview

Duration: 2008-2008

Involved persons

Dr. Claudia Lampert

Third party

Cooperation Partner

Contact person

Dr. Claudia Lampert
Senior Researcher Media Socialisation & Health Communication

Dr. Claudia Lampert

Leibniz-Institut für Medienforschung | Hans-Bredow-Institut (HBI)
Rothenbaumchaussee 36
20148 Hamburg

Tel. +49 (0)40 45 02 17 - 92
Fax +49 (0)40 45 02 17 - 77

c.lampert@hans-bredow-institut.de

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