Serious games for health promotion in adolescents – a systematic scoping review

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  • who: Lesley Andrew from the Computer games have global appeal, with a reported , billion digital gamers worldwide (Deyan, ). They are particularly popular among adolescents, with, % of people in the United States of America (USA) aged under , years (Statista, ), and >, % of Australians aged, years reported to regularly play (Brand et al., ). There is significant interest in using games to enhance learning, with, % of Australian children doing so as part of their classroom learning (Brand et_al, ). Some commercial games have intrinsic educational value, where the same version distributed for entertainment can be used directly in the classroom. A large . . .

     

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