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Serious Games and Gamification: Health Care Workers' Experience, Attitudes, and Knowledge.

Zoltan KatonaiRahul GuptaSabina HeussThomas FehrMark EbneterThomas MaierThomas MeierDonald BuxJessica ThackaberryAndres Ricardo Schneeberger
Published in: Academic psychiatry : the journal of the American Association of Directors of Psychiatric Residency Training and the Association for Academic Psychiatry (2023)
The COVID-19 pandemic has encouraged the use of new technologies and digitalization. This study describes positive attitudes toward serious games, mainly in younger people working in health care. Serious games present an opportunity to develop new approaches for postgraduate medical teachings and continuing medical education.
Keyphrases
  • medical education
  • healthcare
  • virtual reality
  • mental health
  • affordable care act