Title
Video game prototype to improve Mental Health problems
Date Issued
25 August 2021
Access level
metadata only access
Resource Type
conference paper
Publisher(s)
Institute of Electrical and Electronics Engineers Inc.
Abstract
Video game technology is booming throughout Peru. These have become one of the most extensive recreational activities among children, youth and adults. Many fall for its potentially harmful effects on behavior and mental health. There are many studies that support the possible benefits of video games, as inputs for treatments. A new generation of the indicated conditions are called 'serious games' or games for health purposes. Miscellaneous: learning disabilities, attention deficit hyperactivity disorder, Behavioral disorders, autism spectrum disorder, social phobia, addiction, etc. The elaboration of this article will be based on the SUM methodology, with this methodology we can see that by using it we will have a better interaction with the user so that they have an easily accessible benefit in their hands. The obj ective is the investigation of Mental Health problems and improve the learning of users through the tools of video games. The conclusion of our article is to give a better education to our users with the strategies and methodologies implemented within the article.
Language
English
OCDE Knowledge area
Ciencias de la educación
Scopus EID
2-s2.0-85116438446
ISBN of the container
978-166543768-4
Conference
2021 2nd Sustainable Cities Latin America Conference, SCLA 2021
Sources of information: Directorio de Producción Científica Scopus