Games for Health Journal
Scope & Guideline
Pioneering research at the crossroads of gaming and health.
Introduction
Aims and Scopes
- Health Promotion through Gaming:
Research on how games can motivate users to adopt healthier lifestyles, including physical activity and mental wellness. - 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. - 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. - 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. - 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.
Trending and Emerging
- 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. - 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. - 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. - 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. - 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
- 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. - 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. - 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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