Your SlideShare is downloading. ×
C. orre serious games & increasing health ict engagement
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×

Saving this for later?

Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime - even offline.

Text the download link to your phone

Standard text messaging rates apply

C. orre serious games & increasing health ict engagement

225
views

Published on

Published in: Health & Medicine

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
225
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
2
Comments
0
Likes
0
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. Serious Games & Increasing Health ICT Engagement Carljohan Orre, Umeå University,
  • 2. Why engagement and Serious Games? • Reduce the risk of focusing on creating eHealth policies is that we will just produce “another document” that will never come into use.Thus engage the policymakers and connect their decisions to real world problems • Modest aim to find strategies bridge the gap between real problem identification, development and active use of eHealth services • Offer an alternative approach that engages health care staff members in actively using new technology and works models, i.e. telemedicine and other ehealth solutions. • Involve patients, support learning and awareness about health, provide tools for rehabilitation- Serious Games • Actively open up innovation and organisational development
  • 3. Drama-driven workshops in primary care Co-design
  • 4. Drama as a starting point • Even the old greeks used dramas to evoke discussions around before decisions (MacCulloch, 2009) • We used Eyewittnes observations from primary care to generate discussions with an aim to support problem identification in groups of relevant stakeholders • Turn the focus towars possible soultions - and future development of practices and services (serious games) • Aim- to identify and establish new activities involving relevant stakholders.