Such interactive learning would be more meaningful and playful at same time, allowing better results than traditional media, where the viewer is passive. Finally, MMORPGs allow emergence of online communities with rich communication flows, where each player not only receives content from game, but also re-contextualizes, questions and re-distributes this very content. Furthermore, players’ actions generate immediate feedback, which could emphasize to them cause and effect relationships between everyday behavior and its health consequences. The company, founded with Devolver Digital founder Mike Wilson, is working. Scientists have made highly realistic video game images that simulate the inner workings of human cells. DeepWell Digital Therapeutics will develop and augment video games with features that can treat mental health conditions. In addition, these games allow players’ actions to shape environment, which would depict notions of personal effort and responsibility in health maintenance. The cure for cancer comes down to this: video games. This would provide context to communication and its adaptation to personal characteristics and individual limitations. Inside MMORPGs, players experience the virtual world at their own pace, based on their interests. MMORPGs (Massively Multiplayer Online Role Playing Games), in particular, portray intense links between avatar and player, allowing the incorporation of notions of self-care, learned within the context of the virtual world, into daily, offline lives of players. Videogames, particularly serious games, can be valuable tools to communicate health content to them. This lessens its efficiency, particularly to young audiences, resistant to less interactive forms of communication. However, communication is centralized and prescriptive, focusing diffusion of norms and behaviors only, ignoring local contexts and population knowledge. Brazilian government gives great importance to health communication strategies, both in traditional (print, radio, television) and new media (web pages, social networks). Brazilian Unified Health System (SUS), one of the largest public health systems in the world, serves entire Brazilian population guided by the principles of universality, comprehensiveness and fairness. The goal of the Strong Together serious game is to engage participants in challenges commonly experienced by women with advanced cancer, offer them choices. 'We made a game that's hard to play,' she says, 'because the hardest. In this beautiful talk about coping with loss, Green brings joy and play to tragedy. What resulted was a video game, 'That Dragon, Cancer,' which takes players on a journey they can't win. Brazil is a continental country, with wide variance of habits and cultures, presenting great challenges for public health policies. When Amy Green's young son was diagnosed with a rare brain tumor, she made up a bedtime story for his siblings to teach them about cancer. Based on an ongoing doctoral dissertation, this paper reflects about potential of video games in health communication in Brazilian context.
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