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      Gamification and serious games for personalized health.

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      Studies in health technology and informatics

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          Abstract

          Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health providers, governments, and educators, all use computer games. This paper focuses on Games for Health, discussing the range of areas and approaches to developing these games. We extend a taxonomy for Games for Health, describe a case study on games for dementia sufferers, and finally, present some challenges and research opportunities in this area.

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          Author and article information

          Journal
          Stud Health Technol Inform
          Studies in health technology and informatics
          0926-9630
          0926-9630
          2012
          : 177
          Affiliations
          [1 ] Gjovik University College, Norway. simon.mccallum@hig.no
          Article
          10.3233/978-1-61499-069-7-85
          22942036
          c8b6f6e5-069c-4d7e-8336-abb33ef7c098
          History

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