The field of video games and esports is currently booming, being one of the industries that has grown the most in recent decades. This has given rise to numerous investigations that have sought to delve deeper into the field. However, the vast majority of research to date has analyzed the performance of esports players and its influence on physical and mental parameters of the players. However, the "healthy domain" of video games is still unexplored. So far, little research has analyzed the possibilities offered by esports and video games in the educational and health fields, but the results obtained are encouraging. Thus, this monograph aims to bring together research in which video games or mobile applications are used as a tool to produce beneficial changes for health (mental health, psychological state, body composition, among others).
The lack of research in which video games, esports or mobile applications have been used from a healthy point of view is a gap that currently exists in the scientific literature. The use of gamified mobile applications (e.g. Pokémon Go) has shown beneficial results in increasing physical activity in different populations, positively impacting their body composition and mental state. In the educational field, initial research has also shown that video games, esports and even mobile applications can be a very useful resource for teachers.
However, this is still an unexplored area, so this monograph aims to be a point of reference for readers interested in the use of video games and technologies in education and health. Firstly, to make it known that video games are not a negative element for society and that, beyond this vision, they can offer numerous health benefits. On the other hand, to show that the use of mobile and wearable applications can offer numerous advantages thanks to their accessibility to all populations, bringing great benefits with their use.
This monograph aims to include scientific investigations that have as a main variable the use of video games/ esports/mobile/wearables/other technological devices. With the use of these devices, the benefits achieved in health and educational variables such as body composition, activity level, psychological state, mental health, academic performance, adherence, among others, will be observed. Research can be original articles or sitematic reviews in any of the mentioned fields: psychological, fitness, physical activity, educational, health. Cross-sectional and longitudinal articles will be accepted, the latter being the most requested. The methodology implemented must be clearly specified, and the contribution made by the technology used must be consistent and evident. The use of mobile applications or technological devices in the medical field can also be included in this monograph, although their use must be well justified.
The field of video games and esports is currently booming, being one of the industries that has grown the most in recent decades. This has given rise to numerous investigations that have sought to delve deeper into the field. However, the vast majority of research to date has analyzed the performance of esports players and its influence on physical and mental parameters of the players. However, the "healthy domain" of video games is still unexplored. So far, little research has analyzed the possibilities offered by esports and video games in the educational and health fields, but the results obtained are encouraging. Thus, this monograph aims to bring together research in which video games or mobile applications are used as a tool to produce beneficial changes for health (mental health, psychological state, body composition, among others).
The lack of research in which video games, esports or mobile applications have been used from a healthy point of view is a gap that currently exists in the scientific literature. The use of gamified mobile applications (e.g. Pokémon Go) has shown beneficial results in increasing physical activity in different populations, positively impacting their body composition and mental state. In the educational field, initial research has also shown that video games, esports and even mobile applications can be a very useful resource for teachers.
However, this is still an unexplored area, so this monograph aims to be a point of reference for readers interested in the use of video games and technologies in education and health. Firstly, to make it known that video games are not a negative element for society and that, beyond this vision, they can offer numerous health benefits. On the other hand, to show that the use of mobile and wearable applications can offer numerous advantages thanks to their accessibility to all populations, bringing great benefits with their use.
This monograph aims to include scientific investigations that have as a main variable the use of video games/ esports/mobile/wearables/other technological devices. With the use of these devices, the benefits achieved in health and educational variables such as body composition, activity level, psychological state, mental health, academic performance, adherence, among others, will be observed. Research can be original articles or sitematic reviews in any of the mentioned fields: psychological, fitness, physical activity, educational, health. Cross-sectional and longitudinal articles will be accepted, the latter being the most requested. The methodology implemented must be clearly specified, and the contribution made by the technology used must be consistent and evident. The use of mobile applications or technological devices in the medical field can also be included in this monograph, although their use must be well justified.