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 language | English |
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Pages | 91-98 |
Number of pages | 8 |
DOIs | |
Publication status | Published - 1 Jan 2016 |
Event | 5th Global Telehealth Conference, Global Telehealth 2016 - Duration: 1 Nov 2016 → … |
Conference
Conference | 5th Global Telehealth Conference, Global Telehealth 2016 |
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Period | 1/11/16 → … |
Keywords
- Behaviour change
- Computer games
- Health behaviour
- Mobile apps
- Video games