From Quimerus have never hidden our devotion to the video games and our special relationship with initiatives like Juegaterapia, and we want to introduce you to a plot of the games that the media are determined not to show, probably because news headers are not as impressive and interesting suppose.
These are the “Serious Games”, educational video games whose purpose is explicit and carefully planned, and are not intended to be played just for fun. This discipline has an “official” site, http://www.seriousgames.org/ from where you can access different information to locate us in our search, as there are different types of serious games, each specializing in different disciplines such as health, simulators, based on learning, persuasive …
In many cases these projects are carried out by public institutions and many others through private initiatives (sometimes called crazy by those blessed entrepreneurs).
These video games have place in festivals such as “Fun & Serious Game Festival”, where the best serious video games are awarded each year.
The winner of 2011, Playmancer, is a very good example of “Serious Game”, used in therapies against impulsive disorders (pathological gambling, bulimia …)
In general it should be clear that these games are not enough by themselves, but are an adjunct therapies directed by medical professionals.
These studies support associations result from the use of video games as therapy and is generally used by professionals shows that they know when it may be beneficial to use this tool and the type of patient who can benefit from it, patients benefit the use of these tools.
In the video below there is a summary of the status of the Serious Games in the last lecture “Games for Health 2011” and introduced game prescribing to patients. And after watching the video we would like to review contárais have about this topic.
It is a vast world to explode and that is still green as it only has 20 years of existence and has not been until the last decade when it has received a definite boost, but can give us a lot of joy.
An example of this is the proliferation as a result of successful games like Kinect motion sensors, which has sold 18 million units, or video games like “Brain Age” that only in the first years of release and has sold more than 20 million copies.
Delve into this subject in future posts, as it is an issue that needs to examine some of these games, initiatives and issues more closely.
Not everything in life is Call of Duty guys!