Initial survey and results suggest that health games and virtual worlds bear the potential to be “game changers” by improving education, provoking greater engagement, and engendering positive behavior to enhance health and wellness.
While more clinical studies are still needed, preliminary results are beginning to demonstrate proof of principle. In the wake of the 2009 Games For Health conference, the five factors below, as well as key lessons outlined by the speakers, provide a perspective on what may be involved in bringing Health eGames into 2010 planning and beyond. (Note: For a summary of the two-day event, along with the associated marketing implications of games, see PharmExec blogs “The Next Frontier” and “Can Healthcare Games Change the Game of Healthcare?”)
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