Putting Serious Games for Health in the Chronic Care Model

Our healthcare system of today is based on a system that is very good at treating acute illnesses. If something is broken or diseased, a patient is admitted to the hospital and receives care by a team of professionals until they are well enough to go home. This health care model is rooted in history.…… Continue reading Putting Serious Games for Health in the Chronic Care Model

“How do you measure self-efficacy? The answer may surprise you”

As a follow-up to my post on measuring the impact of serious games (see “8 Tips For Measuring the Impact of Serious Games”), let me give you a little quiz. It’s not as easy as it may seem. Let’s say you made a serious game to increase the engagement of seniors in regular physical activity…… Continue reading “How do you measure self-efficacy? The answer may surprise you”

“8 Tips for Measuring the Impact of Serious Games”

Serious games are great! When you play them, the good ones (!!), you get the feeling that they are a breakthrough in learning. They “feel” like they are doing much more than traditional teaching and training approaches have done in the past. You think, “Everyone should be learning through games and they will replace textbooks…… Continue reading “8 Tips for Measuring the Impact of Serious Games”

Putting self-efficacy theory into serious games

People often ask me how one can incorporate a learning or behavioral theories into games. It is not easy to do but there is one theory that has been incorporated into serious games with much success. That is self-efficacy theory. I have used this theory as guidance in both of my big games (Re-Mission and…… Continue reading Putting self-efficacy theory into serious games

Only 1 in 10 play the whole video game: Implications for serious game development

In the video game industry, an important measure of a game’s success is its sales. Of course the extent to which players of the game are engaged in it and give it positive reviews supports the sales of the game and its popularity. But if a million people buy a commercial game and only 100,000…… Continue reading Only 1 in 10 play the whole video game: Implications for serious game development

Exit mobile version
%%footer%%