GAMES FOR HEALTH

DIG5G4H

2021

Credit points: 15

Subject outline

As we embrace the digital age, the use of serious games is becoming increasingly popular in various healthcare domains. Serious games are digital games that have a purpose beyond entertaining the player and can potentially serve as powerful tools in healthcare because they are motivating and can present realistic simulations of real-life situations. Players can learn from their mistakes in a safe environment without having to experience any negative consequences from their actions. Furthermore, serious games can be adapted to the different learning styles of the players. In this subject, you will be introduced to the concept of serious games, pedagogic strategies for game design, gaming characteristics and essential elements of serious games in healthcare. Through application examples in healthcare, you will also gain an insight into the upcoming technologies used in games for health and examine the need for quality assessment, and the quality of evidence for games for health.

SchoolPsychology and Public Health

Credit points15

Subject Co-ordinatorKevin Yap

Available to Study Abroad/Exchange StudentsYes

Subject year levelYear Level 5 - Masters

Available as ElectiveNo

Learning ActivitiesN/A

Capstone subjectNo

Subject particulars

Subject rules

PrerequisitesN/A

Co-requisitesN/A

Incompatible subjectsN/A

Equivalent subjectsN/A

Quota Management StrategyN/A

Quota-conditions or rulesN/A

Special conditionsN/A

Minimum credit point requirementN/A

Assumed knowledgeN/A

Readings

Serious Games for Healthcare: Applications and Implications

Resource TypeRecommended

Resource RequirementN/A

AuthorArnab S, Dunwell I, Debattista K

Year2012

Edition/VolumeN/A

PublisherIGI Global

ISBNN/A

Chapter/article titleN/A

Chapter/issueN/A

URLN/A

Other descriptionN/A

Source locationN/A

Actionable Gamification: Beyond Points, Badges, and Leaderboards

Resource TypeRecommended

Resource RequirementN/A

AuthorYu-kai Chou

Year2019

Edition/VolumeN/A

PublisherOctalysis Media

ISBNN/A

Chapter/article titleN/A

Chapter/issueN/A

URLN/A

Other descriptionN/A

Source locationN/A

Virtual, Augmented Reality and Serious Games for Healthcare 1

Resource TypeRecommended

Resource RequirementN/A

AuthorMinhua Ma, Lakhmi C Jain, Paul Anderson

Year2014

Edition/VolumeN/A

PublisherSpringer

ISBNN/A

Chapter/article titleN/A

Chapter/issueN/A

URLN/A

Other descriptionN/A

Source locationN/A

How Serious Games Will Improve Healthcare (Chapter 10)

Resource TypeRecommended

Resource RequirementN/A

AuthorGraafland M., Schijven M.

YearN/A

Edition/VolumeN/A

PublisherSpringer

ISBNN/A

Chapter/article titleN/A

Chapter/issueN/A

URLN/A

Other descriptionN/A

Source locationN/A

E-collection 'Serious Games for Health and Medicine'

Resource TypeRecommended

Resource RequirementN/A

AuthorVarious authors

Year2013

Edition/VolumeN/A

PublisherJMIR Publications

ISBNN/A

Chapter/article titleN/A

Chapter/issueN/A

URLN/A

Other descriptionN/A

Source locationN/A

Career Ready

Career-focusedNo

Work-based learningNo

Self sourced or Uni sourcedN/A

Entire subject or partial subjectN/A

Total hours/days requiredN/A

Location of WBL activity (region)N/A

WBL addtional requirementsN/A

Graduate capabilities & intended learning outcomes

Graduate Capabilities

Intended Learning Outcomes

01. Compare and critique the different types of serious games used in healthcare and health.
02. Explain gamification, the pedagogic strategies for game design, gaming characteristics and elements used in games for healthcare and health.
03. Critically evaluate the quality of evidence in good games design for healthcare and health.
04. Apply appropriate gamification frameworks and pedagogic methodology in the design of serious games for healthcare and health.

Subject options

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Start date between: and    Key dates

Melbourne (Bundoora), 2021, Semester 2, Blended

Overview

Online enrolmentYes

Maximum enrolment sizeN/A

Subject Instance Co-ordinatorKevin Yap

Class requirements

Lecture/SeminarWeek: 30 - 42
One 2.00 h lecture/seminar per week on weekdays during the day from week 30 to week 42 and delivered via face-to-face.

WorkShopWeek: 30 - 42
One 3.00 h workshop per week on weekdays during the day from week 30 to week 42 and delivered via face-to-face.

Assessments

Assessment elementCommentsCategoryContributionHurdle% ILO*

Game evaluation assignment (1500 word equivalent)Individual essay, review, report, etc

N/AN/AN/ANo20 SILO1, SILO3

Game design assignment (2000 word equivalent)

N/AN/AN/ANo30 SILO2, SILO4

Group project work (2000 word equivalent per student)

N/AN/AN/ANo30 SILO2, SILO3, SILO4

Oral Presentation/ Seminar (1000 word equivalent)~20 min presentation

N/AN/AN/ANo20 SILO1, SILO2, SILO3, SILO4