I was approached to write a chapter for the the Encyclopedia of Computer Graphics and Games earlier this year. The chapter is finally in-press and it talks about ‘Game-based intervention in public health: exploiting the engaging factor of gameplay’, focusing on the application of game science, techniques and technologies for supporting public health interventions. The application of both Serious Games and Gamification are described in this chapter.
A short extract:
“The use of game technologies and techniques in the form of Serious Games and Gamification presents an opportunity for the engaging mechanics and dynamics of game-play to be exploited in order to promote receptiveness to the serious message of public health campaigns. Longitudinal engagement with gamified platforms allows the facilitation of the recording and reasoning of large-scale health and wellbeing data. By better understanding knowledge, attitude and behavior of the “players” and assessing their progress continuously, personalized and actionable feedback can be provided to nurture healthier habits.” Arnab (in press)