GAMES AS A PEDAGOGICAL PLATFORM was the focus oj this column in the May/fune zoo8 issue of NURSING EDUCATION PERSPECTIVES. Since that publi- cation, I became aware of two major events that served as a catalyst for continued research into gaming. Thefrst event was the Games for Health International Con- ference held in Baltimore, Maryland, May 8 to 9. The second event was the award of $2 million to 11 research teams that are investigating how videogames can moti- vate healthy behaviors. Both events highlighted the growing popularity of games as a mechanism for learning about health and engaging in activities that promote healthy behaviors, not only in academic setting but also for consumers, both young and old.
CITATION STYLE
Li, B., Maxwell, M., Leightley, D., Lindsay, A., Johnson, W., & Ruck, A. (2014). Development of Exergame-based Virtual Trainer for Physical Therapy using Kinect. In Games for Health 2014 (pp. 79–88). Springer Fachmedien Wiesbaden. https://doi.org/10.1007/978-3-658-07141-7_11
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