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Playing for Better or for Worse?: Health and Social Outcomes with Electronic Gaming
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Author(s): Patrícia Arriaga (ISCTE-Instituto Universitário de Lisboa, Cis-IUL, Portugal), Francisco Esteves (Mid Sweden University, Sweden & Cis-IUL, Portugal)and Sara Fernandes (ISCTE-Instituto Universitário de Lisboa, Cis-IUL, Portugal)
Copyright: 2013
Pages: 22
Source title:
Handbook of Research on ICTs for Human-Centered Healthcare and Social Care Services
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal), Isabel Maria Miranda (Municipality of Guimarães, Portugal)and Patricia Gonçalves (School of Technology at the Polytechnic Institute of Cavado and Ave, Portugal)
DOI: 10.4018/978-1-4666-3986-7.ch003
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Abstract
Of the many of Information and Communication Technology (ICT) products, electronic games are considered as having great potential for improving health and social outcomes. This chapter considers the factors that may be involved in facilitating health and social outcomes and also those factors that might be considered risk factors by reviewing studies that have shown both positive and detrimental effects on people’s physical and mental health. The authors also debate some research questions that remain unanswered and suggest guidelines for practitioners, researchers, and game designers.
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