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|Title:||Playing for better or for worse? Health and Social outcomes with electronic gaming|
Information and Communication Technology (ICT)
|Abstract:||Of 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.|
|Appears in Collections:||CIS-CLI - Capítulos de livros internacionais|
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|arriaga chap_cunha book.pdf||320.19 kB||Adobe PDF||View/Open|
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