Quality of life has been defined as a multi-dimensional concept, that includes domains related to physical, mental, emotional, and social dimensions (Karimi & Brazier, Pharmacoeconomics, 2016). Along with other prominent factors such as labor market opportunities, education, and housing, health has been identified as a paramount and modifiable factor that can improve the quality of life for not only individuals, but for communities and nations as a whole (African Development Bank Group, Annual development effectiveness review 2017: transforming Africa, 2017). Though adolescents in Africa have experienced increases in access to education, more job opportunities, and longer lifespans when compared to previous generations, many inter-connected factors continue to adversely affect their quality of life. Furthermore, given that these adolescents are growing up in a different generation, novel approaches and interventions to impact and improve their health, well--being, and ultimately quality of life are sorely needed. This chapter will explore: (1) general definitions of well-being and its relation to factors associated with quality of life; (2) adolescents in Africa; (3) health burdens in Africa; (4) Serious Games; (5) Games for health on a global scale and (6) Games for health in Africa. In this chapter the term adolescent will refer to those individuals who are 10-19 years old and the term young people will include those who are 20-24 years old.
CITATION STYLE
Pendergrass, T. M., Hieftje, K., & Fiellin, L. E. (2019). Improving Health Outcomes and Quality of Life for African Adolescents: The Role of Digital and Mobile Games (pp. 149–176). https://doi.org/10.1007/978-3-030-15367-0_8
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