Gamifying everything from history to pain management
Gamifying everything from history to pain management
September 8, 2022
By Shayla Brown
Summary
Nam's visit to Tunis consists of two trips, the first of which was in late May. "I ran a two-week long workshop on game design and development, and the implication of virtual reality," said Nam.
His work overseas mirrors the work he's doing with his students at Mason, which includes upcoming projects that focus on concepts such as Serious Games and digital therapeutics.
"Serious Games are not for pure entertainment, but games with serious purposes such as education, simulation, defense, and more," he said.
Will host the international symposium on DTx, digital therapeutics, sponsored by NCSoft, one of the biggest game companies in Korea with Mason Korea.
Nam describes digital therapeutics as apps or games that can be used for medicinal purposes.
"There are prescribed games for ADHD, pain management, and for people's well-being," he said.
"What I, and many game design developers believe, is that sometimes it's better for a patient to play a virtual reality game in an immersive and engaging setting to ease the pain a little bit," he said.
Reference
Brown, S. (2022, September 8). Gamifying everything from history to pain management. Retrieved September 15, 2022, from https://www.gmu.edu/news/2022-09/gamifying-everything-history-pain-management