Category Archives: Mediated

Gaming, serious or otherwise
Media Psychology

PALO Player Actions with a Learning Objective

One challenge that researching games has, is how to describe game content and especially capturing ongoing psychological processes in a way that makes them comparable. We tried to capture gaming behaviour in Blooms taxonomy which is a popular tool for … Continue reading

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Bloom’s taxonomy and psychotherapeutic games

Bloom’s Revised Taxonomy has already been considered as the “most popular cognitive approach to Serious Game evaluation” [1]. Bloom’s original taxonomy [2] stems from the field of education and consisted of categories for Knowledge, Comprehension, Application, Analysis, Synthesis, and Evaluation. … Continue reading

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Games for Health

Health science has been embracing gaming as a meaningful way to communicate, educate, and as a mechanism to deliver treatment [1,2]. There has been a growing interest in both serious games for health and gamified health interventions [3], especially those … Continue reading

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Before the paper Effect of a Health Game Prompt

There are two stories here. One is the story of the content of the paper and this is pretty straight forward. It started reading a paper and wondering about something: “…reading the work of Brooks, it seemed to me that … Continue reading

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A Framework for developing Serious Games for Health

The paper Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights by Verschueren and colleagues provides a well-researched framework for developing any serious game and especially one for health/wellbeing purposes. Their research into efficacy and best-practices … Continue reading

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PhD Gaming to cope

Gaming has promise. In order to fulfil its didactic promise we need to understand exactly what goes on while people are ‘in game’ and how this joyful experience can be used to facilitate positive behaviours – such as functional coping … Continue reading

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