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Serious Games and Gamified Tools for Psychological Intervention: A Review

Serious Games and Gamified Tools for Psychological Intervention: A Review
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Author(s): Unai Diaz-Orueta (Nesplora Technology & Behavior, Spain)
Copyright: 2018
Pages: 26
Source title: Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-5225-5469-1.ch031

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Abstract

Mobile technologies and technological advances in behavioral assessment have found their way in common healthcare practices. However, there are still few studies about videogame-based interventions to support concrete psychological treatments. While the market for self-help mobile apps is continuously increasing, in most cases, they are a mere digitalization of texts contained in self-help books and do not take advantage of the interactive and playful potential of devices on which they are offered. Nevertheless, a number of health games have been developed for children and adults for a variety of therapeutic purposes. The current chapter provides an overview of the state-of-the-art serious games currently available as psychological interventions across popular delivery formats (virtual reality environments, online and PC videogames). Where available, evidence about their efficacy is reported. These serious games have the potential to complement traditional psychological interventions and improve psychological wellbeing for people of all ages.

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