Playing for better or for worse? Health and Social outcomes with electronic gaming

dc.contributor.authorArriaga, Patrícia
dc.contributor.authorFernandes, Sara
dc.contributor.authorEsteves, Francisco
dc.date.accessioned2013-05-31T16:09:49Z
dc.date.available2013-05-31T16:09:49Z
dc.date.issued2013-05-31
dc.description.abstractOf the many of Information and Communication Technology (ICT) products, electronic games are considered as having great potential for improving health and social outcomes. This chapter considers the factors that may be involved in facilitating health and social outcomes and also those factors that might be considered risk factors by reviewing studies that have shown both positive and detrimental effects on people’s physical and mental health. The authors also debate some research questions that remain unanswered and suggest guidelines for practitioners, researchers, and game designers.por
dc.description.sponsorshipThis work was supported by the Portuguese Foundation of Science and Technology (FCT) under the grant PTDC/PSI-PSO/099985/2008.por
dc.identifier.doi10.4018/978-1-4666-3986-7.ch003
dc.identifier.isbn978-1-4666-3986-7
dc.identifier.urihttp://hdl.handle.net/10071/5071
dc.language.isoengpor
dc.relationinfo:eu-repo/grantAgreement/FCT/3599-PPCDT/99985/PT
dc.rightsopen accesspor
dc.subjectElectronic gamespor
dc.subjectHealthpor
dc.subjectInformation and Communication Technology (ICT)por
dc.subjectSocial outcomespor
dc.titlePlaying for better or for worse? Health and Social outcomes with electronic gamingpor
dc.typebookPartpor
degois.publication.firstPage48por
degois.publication.issueVolume Ipor
degois.publication.lastPage69por
degois.publication.locationIGI Globalpor
degois.publication.titleHandbook of research on ICTs for human-centered healthcare and social care servicespor
dspace.entity.typePublicationen

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