Gamification has been used in healthcare in the treatment for mental health conditions. Examples include games which aim to reduce anxiety and depression in young people by teaching therapy techniques. It has also been used for cognitive training and for improving social skills in Autistic Spectrum disorders. Another application in the healthcare sector has been in medical education where VR gamification has been used for paediatric emergency medicine education and for laparoscopic surgical training. In this theme, we are interested in how VR, AR, games and gamification can be used to offer personalised treatments for mental health and for medical trainee/clinician opportunities for enhanced learning and skills maintenance.

Leader of Healthcare theme: Dr Mel McKendrick.