Health behaviour change through computer games: Characterising interventions

Nathan Poultney, Anthony Maeder, J Ginige

Research output: Contribution to conferencePaper

Abstract

Recently games in the form of video, computer, or mobile apps have been utilised as an effective component of interventions for health behaviour change. This paper provides an overview of related projects reported in peerreview literature in the period 2006 to 2016. Nine highly relevant references were considered for analysis. The findings are presented according to 3 dimensions of characterisation: health intention, behaviour change principle, and health purpose.

Original languageEnglish
Pages91-98
Number of pages8
DOIs
Publication statusPublished - 1 Jan 2016
Event5th Global Telehealth Conference, Global Telehealth 2016 -
Duration: 1 Nov 2016 → …

Conference

Conference5th Global Telehealth Conference, Global Telehealth 2016
Period1/11/16 → …

Keywords

  • Behaviour change
  • Computer games
  • Health behaviour
  • Mobile apps
  • Video games

Fingerprint Dive into the research topics of 'Health behaviour change through computer games: Characterising interventions'. Together they form a unique fingerprint.

  • Cite this

    Poultney, N., Maeder, A., & Ginige, J. (2016). Health behaviour change through computer games: Characterising interventions. 91-98. Paper presented at 5th Global Telehealth Conference, Global Telehealth 2016, . https://doi.org/10.3233/978-1-61499-712-2-91