Games for Health Journal

Scope & Guideline

Advancing health through the power of play.

Introduction

Welcome to your portal for understanding Games for Health Journal, featuring guidelines for its aims and scope. Our guidelines cover trending and emerging topics, identifying the forefront of research. Additionally, we track declining topics, offering insights into areas experiencing reduced scholarly attention. Key highlights include highly cited topics and recently published papers, curated within these guidelines to assist you in navigating influential academic dialogues.
LanguageEnglish
ISSN2161-783x
PublisherMARY ANN LIEBERT, INC
Support Open AccessNo
CountryUnited States
TypeJournal
Convergefrom 2012 to 2024
AbbreviationGAMES HEALTH J / Games Health J.
Frequency6 issues/year
Time To First Decision-
Time To Acceptance-
Acceptance Rate-
Home Page-
Address140 HUGUENOT STREET, 3RD FL, NEW ROCHELLE, NY 10801

Aims and Scopes

The Games for Health Journal focuses on the intersection of gaming and health, exploring how games can be utilized for health promotion, rehabilitation, and therapy across various populations. The journal emphasizes evidence-based research that demonstrates the efficacy of game-based interventions in improving physical, cognitive, and emotional well-being.
  1. Health Promotion through Gaming:
    Research on how games can motivate users to adopt healthier lifestyles, including physical activity and mental wellness.
  2. Rehabilitation and Therapy:
    Studies that evaluate the effectiveness of game-based interventions in rehabilitation settings, particularly for patients recovering from injuries or managing chronic conditions.
  3. Cognitive and Emotional Health:
    Exploration of the impact of games on cognitive functions, mental health issues, and emotional regulation in various populations, including children, the elderly, and those with disabilities.
  4. Technological Innovations in Gaming:
    Investigations into the use of advanced technologies, such as virtual reality and augmented reality, to enhance the therapeutic effects of games.
  5. Social Interaction and Engagement:
    Examination of how games can foster social connections and community engagement, especially among vulnerable populations like the elderly or those with disabilities.
The Games for Health Journal has seen a rise in several emerging themes that reflect current trends in health and technology. These themes highlight the journal's responsiveness to evolving societal needs and advancements in gaming technology.
  1. Virtual Reality Applications:
    An increasing number of studies are exploring the use of virtual reality (VR) for therapeutic interventions, indicating its growing importance in rehabilitation and mental health treatment.
  2. Gamification in Healthcare:
    Research on the application of gamification techniques in healthcare settings is on the rise, showcasing how game design elements can enhance patient engagement and motivation.
  3. Exergaming for Physical Health:
    The trend toward exergaming—combining physical exercise with gaming—has gained traction, especially in promoting physical activity among various age groups and populations.
  4. Mental Health Gaming Interventions:
    There is a notable increase in the exploration of games specifically designed to address mental health issues, reflecting a growing recognition of their potential therapeutic benefits.
  5. Community and Social Games:
    Emerging studies are focusing on games that promote social interaction and community building, particularly among the elderly and marginalized groups, indicating a shift towards addressing social well-being through gaming.

Declining or Waning

While certain areas of research remain prominent, some themes within the Games for Health Journal have shown a decline in focus over the recent years. This may reflect shifts in research priorities or saturation of specific topics within the field.
  1. Traditional Gaming Interventions:
    There appears to be a decline in studies focusing solely on traditional gaming methods without incorporating innovative technologies such as VR or AR, as newer methods are favored for their enhanced engagement and effectiveness.
  2. Non-Interactive Digital Games:
    Research on non-interactive digital games has waned, possibly due to a shift toward more interactive and immersive experiences that better engage users in health-related behaviors.
  3. Generalized Health Games:
    The focus has shifted from generalized health games to more targeted interventions addressing specific health issues, indicating a move toward precision in health gaming research.

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