Video about Gaming4Health

A Health Care – Gaming Industry – Social Network

By Staff Writers 

mac-computer2Gaming4Health is an interactive social network for the health care industry. The company provides its’ community with the information, resources and services to support the adoption of healthy gaming as a means to improve health education, condition management, fitness and quality of life.

The Social Network

The communities established by the users of the network site allow people with similar health goals, conditions, research ideas or challenges to communicate with other like-minded people from all over the world. It also facilitates interaction and commerce between researchers and developers of healthy games, devices and resources and health and wellness organizations.

The Experts

The G4H network of experts in the medical, fitness, rehabilitation, weight-loss, simulation and other fields supposedly provide the most up-to-date information, resources, research and solutions in the healthy gaming industry.

The Competitor

Games for Health is a competitor. And, in business circles, it is said that competition makes a market. Games for Health develops best practice platforms for the numerous games being built for health care applications. To date the project has brought together researchers, medical professionals, and game developers to share information about the impact games on medicine.

Link: www.gamesforhealth.org

Assessment

Additionally, the firms’ GameBase is the most robust and current database of healthy games available – including basic information on every game (company, contact, price, etc.), demos and other downloads, as well as plenty of community feedback, ratings and reviews.

Videos: http://www.gaming4health.com

Conclusion

And so, your thoughts and comments on this Medical Executive-Post are appreciated. Virtual reality and related simulation software, especially when used to desensitize patients with various phobias and obsessive compulsive disorders, is an accepted theory and clinical psychological practice. Will this gaming concept become same? Is it cost effective with a positive ROI? Should it be a covered service under health insurance policies? Any input or thoughts from our early adopter ME-P subscribers?

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