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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.
|Additional Information:||This is the peer reviewed version of the following article: Renolds, L., Hodge, P. & Simpson, A. (2017). Editorial: Serious Games in Mental Health. Journal of Psychiatric and Mental Health Nursing, which has been published in final form at https://dx.doi.org/10.1111/jpm.12385. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Self-Archiving.|
|Subjects:||R Medicine > RC Internal medicine > RC0321 Neuroscience. Biological psychiatry. Neuropsychiatry|
|Divisions:||School of Health Sciences > Department of Mental Health & Learning Disability|
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