Serious Games and Gamification in Clinical Psychology

Fleming, Theresa; Sutcliffe, Kylie; Lucassen, Mathijs; Pine, Russell and Donkin, Liesje (2020). Serious Games and Gamification in Clinical Psychology. Reference Module in Neuroscience and Biobehavioral Psychology, Elsevier.

DOI: https://doi.org/10.1016/B978-0-12-818697-8.00011-X

Abstract

Computer games are hugely popular, engaging millions of people of all ages globally. Serious games and gamification can utilize games and strategies from gaming to offer psychological interventions in novel ways. This has the potential to increase the appeal of therapies, particularly among people who currently under-use them. Games and gamification can enhance engagement in digital and analog therapies and, potentially, offer alternative processes and mechanisms of change. In this chapter we explore this developing field and both current and emerging opportunities for clinical psychology.

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