Summary
Background: There is an increasing interest in health games including simulation tools, games
for specific conditions, persuasive games to promote a healthy life style or exergames
where physical exercise is used to control the game.
Objective: The objective of the article is to review current literature about available health
games and the impact related to game design principles as well as some educational
theory aspects.
Methods: Literature from the big databases and known sites with games for health has been
searched to find articles about games for health purposes. The focus has been on educational
games, persuasive games and exergames as well as articles describing game design principles.
Results: The medical objectives can either be a part of the game theme (intrinsic) or be totally
dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game
design. Peer support is important, but there is only limited research on multiplayer
health games. Evaluation of health games can be both medical and technical, and the
focus will depend on the game purpose. Conclusion: There is still not enough evidence to conclude which design principles work for what
purposes since most of the literature in health serious games does not specify design
methodologies, but it seems that extrinsic methods work in persuasion. However, when
designing health care games it is important to define both the target group and main
objective, and then design a game accordingly using sound game design principles,
but also utilizing design elements to enhance learning and persuasion. A collaboration
with health professionals from an early design stage is necessary both to ensure that
the content is valid and to have the game validated from a clinical viewpoint. Patients
need to be involved, especially to improve usability. More research should be done
on social aspects in health games, both related to learning and persuasion.
Keywords
Implementation and deployment - Education - Consumer health - Human-computer interaction
- Interfaces and usability - Game design - Educational game design - Instructional
design - Pedagogy of gaming - Instructional technology