Games for Health 2014: Proceedings of the 4th conference on by Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam

By Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam Vosmeer, Alex Gekker

Founded in 2004, the video games for future health venture helps group, wisdom and enterprise improvement efforts to exploit state of the art video games and online game applied sciences to enhance future health and well-being care. The video games for well-being convention brings jointly researchers, doctors and video game builders to proportion information regarding the impression of video games, playful interplay and online game applied sciences on overall healthiness, healthiness care and coverage. Over days, greater than four hundred attendees perform over 60 classes supplied by way of a world array of eighty+ audio system, slicing throughout quite a lot of actions in overall healthiness and future health care. themes contain exergaming, actual remedy, sickness administration, well-being habit swap, biofeedback, rehab, epidemiology, education, cognitive overall healthiness, foodstuff and future health schooling.

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Extra resources for Games for Health 2014: Proceedings of the 4th conference on gaming and playful interaction in healthcare

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ModdingThe Sims and the Culture of Gaming. University of Turku [40] Deen M, Schouten BAM (2010) Let’s Start Playing Games! how games can become more about playing and less about complying. [41] Klabbers J (2006) The Magic Circle: Principles of Gaming & Simulation: Third and Revised Edition. Sense Publishers [42] Salen K, Zimmerman E (2003) Rules of Play: Game Design Fundamentals. MIT Press [43] Huizinga J (1951) Homo Ludens: Proeve Eener Bepaling van het SpelElement der Cultuur. D. , Haarlem [44] Dyregrov A, Mitchell JT (1992) Work with traumatized children — Psychological effects and coping strategies.

They are under high social pressure to conform with the expectations and want to be recognized in the group. They often find themselves in spontaneous situations and expose themselves more than adults to extreme physical experiences. They no longer simply submit to instructions from parents, guardians, or other adults. These factors result in adolescent diabetics being exposed to the danger of taking their medication incorrectly or inadequately, which consequently entails far-reaching risks to their health.

Diabetes heavily impacts the day-to-day routine of those affected and requires a large degree of self-control and discipline. Since the disease is incurable, patients must learn to self-identify with their situation. In the case of adolescents, the basic problem of diabetes patients is exacerbated by several aspects. They are under high social pressure to conform with the expectations and want to be recognized in the group. They often find themselves in spontaneous situations and expose themselves more than adults to extreme physical experiences.

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