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Individuals are predominantly exposed to something that makes them entertained, relaxed, and fun. Without doubt, games play an important role of responding to such people’s needs. In health orientation, besides entertainment gratification, games provide better learning and understanding, persuasiveness, and health behaviour adaptation. Of all types of gamification, serious games are particularly addressed in this paper because of their high popularity, not only in healthcare and public health, but also in other fields of study. Some examples of serious games including Escape from Diab, A Mysterious Poisoning, and StreetWise are given in this paper. Their future and challenges are discussed.