The use of serious games and gaming technology in health and healthcare is expanding rapidly. In this session we look at some of the leading examples on increasing physical activity, improving patient compliance, encouraging better personal health, improving hospital operations and providing more engaging training to healthcare professionals.
Image from seriousgamesmarket blog
Serious games have had a big impact on the health sector especially when it has come down to increasing physical activity. They serve as catalysts to healthier lifestyles, with success with Nintendo’s Wii and Apples IPhone the number of games for physical health have increased over 60%.
Image from Second Life
The Virtual Healthcare is an “island” in Second Life where users can walk through 3-D interactive displays with their avatars, play educational games, listen to seminars on nutrition, and receive virtual consultations. Helping to advance improvements in healthcare behavior, as well as help to sustain changes.
Image from London Imperial College
Organized medical exercises and meetings were held at the Ann Myers Medical Center in Second Life. Now the e-Learning Faculty of Imperial College London has created a spectacular and useful Second Life tool in medical education. Here are some screenshots that can describe what the learning process looks like.
Closest Tubes are Old Street (take exit 2, 7 minutes) and Liverpool Street (15min)
| February 22nd – 2010 |
| Commissioning Serious Games - Click here |
| Serious Games for Government - Click here |
| March 25th – 2010 |
| Serious Games for Health – Click here |
| Serious Games for Police - Click here |
Part of the Game Based Learning Conference 2010 – March 29th – March 30th
Game Based Learning 2010 takes place over two full days and includes an evening social event to make valuable connections in a relaxed environment. With a main conference programme running during these two days combined with breakout sessions for special interest groups there is something for everyone with an interest in using gaming and social media technology to improve learning, teaching and training.