In their contribution to the anthology "Gesundheitskompetenz" [Health Literacy], Dr. Claudia Lampert and Daniel Tolks write about the potential of game-based offerings in the health sector. It was published in the Springer series "Pflege – Therapie – Gesundheit" [Nursing – Therapy – Health], which is continuously updated and supplemented with further chapters.
Summary
Digital entertainment offers a wide range of design options and are suitable in different ways for teaching health-related content or promoting and maintaining one's own health literacy. The game-based offerings (hereafter g-Health) differ in terms of not only health-relatedness, objective, field of application, game design or programming and platform, but above all in terms of their theoretical framework. In this article, we provide an overview of games for health, serious games and (game-based) health apps as central variants of g-Health. In addition, basic theoretical references (e.g. entertainment-education, gamification) and areas of application are outlined. We compare the potentials and limitations of different g-Health offerings before concluding with an outlook on a rapidly developing g-Health market and research field.
Lampert, C., Tolks, D. (2022): Potenziale spielerischer Gesundheitsanwendungen (g-Health) für die Förderung von Gesundheitskompetenz [Potentials of Game-Based Health Applications (g-Health) for the Promotion of Health Literacy]. In: Rathmann, K., Dadaczynski, K., Okan, O., Messer, M. (eds.): Gesundheitskompetenz. Springer Reference Pflege – Therapie – Gesundheit [Health Literacy. Nursing – Therapy – Health]. Springer, Berlin, Heidelberg.
https://doi.org/10.1007/978-3-662-62800-3_48-1
(22 June 2022)