The domain of research games for health care aims to increase the health care results and empower conduct change. Current research work presents conceptual frameworks that describe the characteristics of both games and well-being interventions. Existing studies are limited in explanations of how disciplinary and interdisciplinary stakeholders understand the design and development of games for well-being. The study collected eighteen specialists from different professional fields related to gaming, social health, and gaming for welfare, and collected sixteen games for sampling. In this study, we adopted the approach of counting open card arranging for results and feedback of patients about the games. The study revealed proof of reasonable contrasts recommending that a game from a health point of view is not just the aggregate of game and health care viewpoints. We used different games to describe the games and their health combinations. In our study we reveal that there is a need to explain what characteristics are required when designing and developing games for health. We explore ways to apply this work to include methods, to enhance the process of designing games for health, and to guide approaches to games for large-scale empirical research.
CITATION STYLE
Butt, S. A., Gochhait, S., Andleeb, S., & Adeel, M. (2021). Games Features for Health Disciplines for Patient Learning as Entertainment. In Digital Entertainment: The Next Evolutionin Service Sector (pp. 65–86). Springer Singapore. https://doi.org/10.1007/978-981-15-9724-4_4
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