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Serious games for mental health.
Journal of Psychiatric and Mental Health Nursing 2017 March 13
Today the use of digital technology available to inform, train and educate is ubiquitous, with everyday lives seemingly becoming immersed in technology (Howard-Jones 2011). Further, the recently published UK digital strategy provides the structure to enable free access to digital skills training for everyone in the UK (Department for Culture Media and Sport 2017). As part of the digital technology toolset, serious games hold the promise of relatively low risk experiential learning-curves that are engaging, fun and desirable. This article is protected by copyright. All rights reserved.
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