Games4Health as a new approach to health education
Author(s):
Conference:
ECER 2014
Format:
Paper

Session Information

08 SES 12, Health Promoting Schools: Evidence and Future Perspectives

Paper Session

Time:
2014-09-05
09:00-10:30
Room:
B101 Sala de Aulas
Chair:
Monica Carlsson

Contribution

Overweight and obesity are seen as global public health problems affecting more than 20% of schoolchildren in Europe (Currie et al., 2012). Next to short and long term health risks, emerging evidence indicates that overweight and obesity have also negative educational consequences (Suhrcke & de Paz Nieves, 2011). Within this context, online and video games are mostly discussed in view of their potential risks (e.g. online gaming as sedentary behaviour that prevents users from engaging in physical activity). However, digital media have increasingly permeated the life of young people (as digital natives) in recent years and hence should not be excluded from (school) health promotion. This presentation aims to illuminate the positive aspects of gaming for health and the opportunities it can offer for school health promotion. The theoretical framework underlying this presentation uses the serious games approach. Whereas "normal" electronic games aim to entertain its users, so called serious games pursue the idea of integrating gaming and learning for serious purposes like health or education.

Method

A literature analysis was conducted to examine the beneficial effects of serious games for health using various databases (e.g. Web of Science, PubMed and ERIC) and a hand search of relevant journals (e.g. Games for Health Journal). Only games with focus on overweight prevention were considered in the analysis. Search terms used were e.g.: overweight, obesity, healthy lifestyle, physcial activity.

Expected Outcomes

Available evidence shows that serious games can improve physical activity but also health literacy and health behaviour (e.g. Baranowsky et al., 2011; Rahmani & Boren, 2012). Hence, serious games for health can be seen as an innovative approach to (school) health promotion and prevention that comply with young people’s lifestyles and therefore can be used to improve health literacy and health behavior. However, to be successful in schools, serious games should be linked with educational and curricular approaches.

References

Baranowski, T. et al. (2011). Video game Play, Child Diet, and Physical Activity Behavior Change. A Randomized Clinical Trial. Am J Prev Med, 40, 33-38. Currie, C. et al. (2012). Social determinants of health and well-being among young peo-ple. Health Behaviour in School-aged Children (HBSC) Study: International report from the 2009/2010 survey. Copenhagen: WHO. Ramahni, E. & Boren, S.A. (2012). Video Games and Health Improvement. A Literature Review of Randomized Controlled Trials. Games for Health Journal, 1, 331-341. Suhrcke, M. & Paz Nieves, C. (2011). The impact of health and health behaviours on educational outcomes in high-income countries: a review of evidence. Copenhagen: WHO.

Author Information

Kevin Dadaczynski (presenting / submitting)
Leuphana University Lueneburg
Lueneburg
Leuphana University Lueneburg, Germany
Leuphana University Lueneburg, Germany

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