Health and Digital Gaming
The Benefits of a Community of Practice
Bibliographic Data
| ID | 4228962 |
|---|---|
| Authors | Gareth Schott (0000-0003-0066-1143, University of Waikato), Darrin Hodgetts (0000-0001-8726-5965, University of Waikato) |
| Year | 2006 |
| Volume | 11 |
| Issue | 2 |
| Pages | 309-316 |
| Publication date | 2006-03-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Health Psychology (JOURNAL) |
| Journal identifiers | ISSN: 1359-1053 • E-ISSN: 1461-7277 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1359105306061189 |
| PMID | 16464927 |
| OpenAlex | W2151815281 |
| Language | EN |
| Citations received | 7 |
| References cited | 26 |
Psychologists have a tendency to focus on the negative side of life. Our discipline has become preoccupied with illness rather than health. Where the media are concerned we explore the consequences of unhealthy messages for the population in general or young people in particular. This commentary breaks with tradition by outlining ways in which digital games can enhance health. Positive health consequences of gaming are explored in relation to surgical training and therapeutic interventions, physical exercise, health education and community participation
Environmental health · Health care · Health communication · Health education · Mental health · Physical health · Political science · Population · Psychiatry · Psychological intervention · Psychotherapist · Public health · Sociology of health and illness · Digital Mental Health Interventions · Eating Disorders and Behaviors · Health, psychology, and well-being · Medicine · Nursing · Psychology · Social Psychology
Hosting an Online World Café to Develop an Understanding of Digital Health Promoting Settings from a Citizen’s Perspective—Methodological Potentials and Challenges
Advergames for children's health education and communication practices
Mediated communities
Behavioral and psychological involvement of online video gamers
Gamification and multigamification in the workplace
Minding the Gaps
Values of cancer survivors and the supportive role of recreational video games
Psychological Sense of Community
Communities of Practice
The second self: Computers and the human spirit
The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance
Children and Their Changing Media Environment
Psychological Sense of Community
The Second Self
Public Communication Campaigns
Heavy Hero or Digital Dummy? Multimodal Player–Avatar Relations in Final Fantasy 7
Health, community and development
Social Cognitive Theory
Assumptions and Values of Community Health Psychology
Rethinking Communication in the E-health Era
Can Videogames be Good for Your Health
Informed Patients and the Internet
Health Psychology and Public Health
Mediation and the Construction of Contemporary Understandings of Health and Lifestyle
Toys as Culture
Computer Game Playing in Early Adolescence
| Unique citing works | 7 |
|---|---|
| Citations per year | 0,37 |
| Citation span | 2007 - 2023 (17) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 6 |