在严肃游戏的范畴中,以疾病和健康问题作为干预目的的游戏被称为健康游戏(Games for Health, G4H),G4H将临床上对患者进行行为干预的部分疗法转化成了游戏玩法,以游戏交互的方式代替了医生的书面或口头教育、辅助肢体训练以及心理治疗,通过更加有乐趣、直观且易于参与的游戏交互实现对患者行为的改变,从而达到治疗目的。
G4H本身不会取代传统的临床治疗方法,但是其作为治疗中的重要补充和组件对患者和医务工作者都具有相当的积极意义。国际上已经出现了关于G4H的专业组织,包括健康游戏学术期刊(Games for Health Journal),和欧洲健康游戏协会(Games for Health Europe)等,这些组织是推动G4H临床循证研究、指导相关游戏设计并募集研究开发资金的主要团体。
确定学习的动机:学习的外部动机是预期的结果,而内部动机则来源于游戏玩法,如何将属于预期结果的外部动机(例如癌症患者需要了解自己疾病的病理和治疗方法)整合到游戏交互的内部动机(玩法为使用各种方法消灭癌症病灶)之中?使得游戏交互具有实际教育意义(也就是内部动机的显现)。在心理学中这种现象被称为“动机趋同”(Convergence of motivations)
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