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Using Serious Games for Mental Health Education
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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