Book part:
Wunderpille Games!? Mit digitalem Spiel gegen reale Krankheiten

Abstract

Video games are fascinating. Therefore it is not surprising that their motivational potential has been discussed in various disciplines. (Serious) Games for Health are specifically designed for the health-care industry and aim to have a positive effect on users – either physical or psychological. For example, games are used to create incentives for more physical activity, they are used in medicine for therapy purposes, or they can evoke behavioral changes or make outsiders understand illnesses such as depression. However, a game per se does not make a person thin or fat, smart or stupid, healthy or ill. It is an interplay of mission goals, content, technology, and how contents are conveyed to achieve the goal. Knowing the tension between the fast-moving games industry and sluggish, restrictive health care, we show how we can make use of games in health care and how we can establish them (commercially). With that said, we see games as a medium with high potential but also with challenges and limits.


Download icon

Published in:

Preferred Citation
BibTex
Thiele-Schwez, Martin; Sauer, Anne: Wunderpille Games!? Mit digitalem Spiel gegen reale Krankheiten. In: Görgen, Arno;Simond, Stefan Heinrich: Krankheit in Digitalen Spielen. Interdisziplinäre Betrachtungen. Bielefeld: transcript 2020, S. 367-386. DOI: http://dx.doi.org/10.25969/mediarep/14969.
@INCOLLECTION{Thiele-Schwez2020,
 author = {Thiele-Schwez, Martin and Sauer, Anne},
 title = {Wunderpille Games!? Mit digitalem Spiel gegen reale Krankheiten},
 year = 2020,
 doi = "\url{http://dx.doi.org/10.25969/mediarep/14969}",
 editor = {Görgen, Arno and Simond, Stefan Heinrich},
 address = {Bielefeld},
 booktitle = {Krankheit in Digitalen Spielen. Interdisziplinäre Betrachtungen},
 pages = {367--386},
 publisher = {transcript},
}
license icon

As long as there is no further specification, the item is under the following license: Creative Commons - Namensnennung