First Page Preview

First page of Using Video Games as Educational Tools in Healthcare<subtitle></subtitle>

Given the rise in popularity of video games (see Tobias & Fletcher, this volume), it is not surprising that researchers are beginning to assess their role in health care. The challenges associated with healthcare in modern society are certainly well documented (Shortell & Casalino, 2008). Issues such as rising costs, combined with shortages in healthcare workers and an aging population, are at the core of the current healthcare debate. Efforts to use gaming technology to address some of these challenges have been underway for several years.

These efforts, including exploiting the training potential of games for healthcare providers games, offer a unique opportunity in this area. In addition, games can be used as therapeutic devices in treatment, rehabilitation and recovery, and in disease education and management for patients. They also provide potential as mechanisms of attitude and behavior change to promote healthy lifestyles, help youngsters avoid smoking and drugs, induce weight loss, and promote general wellness. This potential is only beginning to be realized, and it is likely that such applications will grow dramatically in the next few years.

Licensed reuse rights only
You do not currently have access to this chapter.
Don't already have an account? Register

Purchased this content as a guest? Enter your email address to restore access.

Please enter valid email address.
Email address must be 94 characters or fewer.