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Using serious games and gamification to motivate patients do CBT | 18920
Clinical Pediatrics: Open Access

Clinical Pediatrics: Open Access
Open Access

ISSN: 2572-0775

Using serious games and gamification to motivate patients do CBT homework


28th International Conference on Pediatric Nursing & Healthcare

September 04-05, 2017 | Edinburgh, Scotland

Ho Ming Lau

Institute of Psychiatry and Mental Health, Netherlands

Scientific Tracks Abstracts: Clin Pediatr

Abstract :

Homework has been viewed as a central part of Cognitive Behavioral Therapy (CBT). Research findings show that the quantity and quality of homework completed can predict therapy outcome. However, patients face motivational barriers completing CBT homework. Videogames possess characteristics that can engage and motivate players and thus seem attractive to explore their use in CBT. The current study aims to find which gaming principles can help motivate patients to do homework assignments.

Biography :

Ho Ming Lau is a Serious Games & Gamification Researcher from Amsterdam who has a passion for innovation, technology and user interface/interaction design. His research focuses on using games to change people’s behavior and mental health. Currently, he is working as both Research Manager and Head of Data Management and Research IT in the Department of Research and Innovation at GGZ inGeest, Institute of Psychiatry and Mental Health. He governs data of 50+ projects and invents web-based solutions for research and mental health care. Furthermore, he is the Founder and Director of the Dreamspire Foundation helping youth to reach their full potential. He is also the Owner of Pixel Passion, a design and development studio combining design, data and psychology to make goodlooking and intuitive digital products

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