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Serious Games in der Gesundheitskommunikation

  • Johannes BreuerEmail author
  • Josephine B. Schmitt
Chapter

Zusammenfassung

Der Einsatz von Serious Games in der Gesundheitskommunikation stößt sowohl bei Praktikerinnen und Praktikern als auch Forscherinnen und Forschern in jüngster Zeit vermehrt auf Interesse. Mittlerweile gibt es zahlreiche Spiele, die entwickelt oder eingesetzt werden, um gesundheitsbezogenes Wissen, Einstellungen und Verhalten zu beeinflussen, und mindestens ebenso viele Studien, die sich mit der Wirksamkeit dieser Angebote befassen. Anhand von drei zentralen Einsatzbereichen von Serious Games in der Gesundheitskommunikation (Prävention, Begleitung von Heilungsprozessen, Aus- und Weiterbildung von medizinischem Fachpersonal) werden die Potenziale der Spiele sowie der (bisherige) Forschungsstand diskutiert.

Schlüsselwörter

Serious Games Games for Health Computerspiele Lernen Persuasion 

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Copyright information

© Springer Fachmedien Wiesbaden GmbH, ein Teil von Springer Nature 2019

Authors and Affiliations

  1. 1.Datenarchiv für SozialwissenschaftenGESIS – Leibniz-Institut für SozialwissenschaftenKölnDeutschland
  2. 2.Institut für Kommunikationswissenschaft und MedienforschungLudwig-Maximilians-Universität MünchenMünchenDeutschland

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