Hier finden Sie die Themen Übersicht der „Games for Health Conference“ von 2008.

Exergaming & Rehabitainment:

Use of game software and/or associated hardware to motivate, track, and induce various forms of physical activity (aerobic, physical therapy, anti-atrophy, etc.) that provides specific health outcomes.

Health Behavior Change:

Use of game software and related resources to effect and support individuals in changing behaviors that put them at-risk for poor health.

Disease Management & Education:

Use of game software and related resources to educate people about diseases and especially to assist those with diseases and chronic illnesses to live well with those ailments.

Public Health Messaging & Patient Communication:

Use of game software and related resources to communicate to the public about health concerns, policies, or health issues.

Cognitive Health:

Exploring the theories and practices behind using games to improve various aspects of cognitive health via game-based conditioning/stimulation including but not limited to various forms of memory, equilibrium, and eye-hand coordination.

Training & Managment Sims & Occupational Recruitment:

Training skills, management practices using games. Using games to visualize health-related jobs, practices, and systems in an attempt to recruit talent to health-based occupations.

Accessibility for Games & Disability focused Games:

Making all games accessible or providing games specific to disabilities in order to people with lifelong or temporary disabilities enhanced quality of life, specific therapy, new social capabilities, or disability related training.


The use of games in all aspects of epidemiology including training, visualization, behavior research, modeling, and more.

Pain Distraction & Stress Relief:

Games or game-like environments provided to offer distraction from chronic, or temporary pain, medical procedures or as means to provide relief from stress.


Games or game-based environments that provide support for psychological assessment, treatment, or education.

Entertainment Games About Health or Substantial Health Related Play:

Games that offer interesting media studios, design patterns, or other insight into how health is or could be portrayed in games.

Health Effects of Games:

Studies that show general health related outcomes from playing games in general (e.g. repetitive stress injuries, online game addiction, motion sickness, etc.)

First Aide, First Responders & Mass Casualty Training:

Games that specialize in training citizens and professional first responders in all forms of pre-hospital care and aide including for incidents involving mass casualties.

Medical Informatics & Health Data Collection:

The use of games, game technologies, and design patterns to aide in the collection, visualization, and analysis of health and medical information.

Virtual Patients:

Use of game-based technologies and design techniques to create believable physiological and psychological synthetic humans for use in training and other relevant situations.

Interface & Visualization Applications:

Applying game design techniques and game technologies to problems in health and healthcare involving application interface design and general issues of visualization.

Personal Health & Electronic Medical Record Systems:

Using interface ideas and avatar technologies from games along with other design and engineering resources to foster innovation in personal health and electronic medical record systems.

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