Interactive games to promote behavior change in prevention and treatment.

Abstract

ANYONE WHO HAS OBSERVED SOMEONE DEEPLY ABsorbed in a video game can appreciate that use of these games is a uniquely powerful interaction. For the player, time stands still and self-consciousness disappears. Csikszentmihalyi described this state as “flow.” His concept was exemplified by mountain climbers living in the moment of ascent or surgeons lost in a… (More)
DOI: 10.1001/jama.2011.408

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Cite this paper

@article{Read2011InteractiveGT, title={Interactive games to promote behavior change in prevention and treatment.}, author={Jonathan Read and Stephen M. Shortell}, journal={JAMA}, year={2011}, volume={305 16}, pages={1704-5} }