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Using Serious Games for Mental Health Education

Using Serious Games for Mental Health Education
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Author(s): Anya Andrews (Novonics Corporation, Training Technology Lab (TTL), USA), Rachel Joyce (University of Central Florida, USA)and Clint Bowers (University of Central Florida, USA)
Copyright: 2010
Pages: 14
Source title: Serious Game Design and Development: Technologies for Training and Learning
Source Author(s)/Editor(s): Jan Cannon-Bowers (University of Central Florida, USA)and Clint Bowers (University of Central Florida, USA)
DOI: 10.4018/978-1-61520-739-8.ch013

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Abstract

A significant number of research and experimentation efforts are currently underway to identify the effective ways of leveraging advanced gaming technologies towards the development of innovative training and education solutions for the mental health domain. This chapter identifies mental health training and education needs of modern “at risk” populations and discusses the potential of serious games as instructional interventions for addressing those needs. Special attention is paid to the importance of prevention training and ways to facilitate prevention by using serious games. Within the chapter, the authors cite a number of specific mental health-related serious game efforts and discuss design considerations for effective serious games.

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