from Part IV - Effects in Cyber Behavior
Published online by Cambridge University Press: 06 December 2024
1 Introduction
2 Serious Games
2.1 Differentiation to Other Digital Media
2.1.1 E-learning
2.1.2 Edutainment
2.1.3 (Digital) Game-Based Learning
2.1.4 Gamification
2.1.5 Electronic Games for Entertainment
2.1.6 Simulations and Virtual and Augmented Reality Technologies
2.2 Classification Systems
2.2.1 Single-criterion Classification System
2.2.2 Multi-criteria Classification System
2.3 Gaming Elements
2.3.1 Rules and Goals
2.3.2 Challenges
2.3.3 Outcome and Feedback
2.3.4 Story Narrative
2.3.5 Interaction
2.4 Psycho-Pedagogical Learning Principles
2.4.1 Behavioural Psychological Principles
2.4.2 Cognitive Psychological Principles
2.4.3 Social Psychological Principles
2.4.4 Psychodynamic Principles
2.4.5 Motivation Theories
2.4.6 Psycho-Pedagogical Learning Models
2.5 Application Areas
2.5.1 Training and Simulation
2.5.2 Education and Learning
2.5.3 Healthcare
3 Serious Games Application in Mental Health Treatment
3.1 Serious Games Application Examples for Mental Health Issues
3.2 Current State of Effectiveness Research of Serious Games for Mental Health Issues
3.3 Potential and Risks of Serious Games Application for Mental Health Issues
3.3.1 Potential
3.3.2 Risks
3.4 Acceptance of Serious Games Applications for Mental Health Issues
4 Future Directions
4.1 Gender-Specific Aspects
4.2 Cultural Background
4.3 International Collaboration
4.4 Evaluation and Participatory Design
4.5 Acceptance and Awareness
5 Conclusion
5.1 Summary
5.2 Indication Criteria for Clinical Practice
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