Book contents
- Technological Innovations in Participatory Health Research with Adolescents
- Technological Innovations in Participatory Health Research with Adolescents
- Copyright page
- Epigraph
- Contents
- Figure
- Tables
- Introduction
- Chapter 1 Health Research with Adolescents
- Chapter 2 Methodological Considerations in Participatory Research with Adolescents
- Chapter 3 Safety and Ethics in Technological Participatory Health Research with Adolescents
- Chapter 4 Mobile Apps and Video Games
- Chapter 5 Sonification
- Chapter 6 Photovoice and Visual Methods
- Chapter 7 Videos and Animations
- Chapter 8 Visual Mapping
- Chapter 9 Internet-Based Participatory Research
- Chapter 10 ‘Meaningful’ Participation
- Chapter 11 Conclusions
- References
- Index
Chapter 4 - Mobile Apps and Video Games
Published online by Cambridge University Press: aN Invalid Date NaN
- Technological Innovations in Participatory Health Research with Adolescents
- Technological Innovations in Participatory Health Research with Adolescents
- Copyright page
- Epigraph
- Contents
- Figure
- Tables
- Introduction
- Chapter 1 Health Research with Adolescents
- Chapter 2 Methodological Considerations in Participatory Research with Adolescents
- Chapter 3 Safety and Ethics in Technological Participatory Health Research with Adolescents
- Chapter 4 Mobile Apps and Video Games
- Chapter 5 Sonification
- Chapter 6 Photovoice and Visual Methods
- Chapter 7 Videos and Animations
- Chapter 8 Visual Mapping
- Chapter 9 Internet-Based Participatory Research
- Chapter 10 ‘Meaningful’ Participation
- Chapter 11 Conclusions
- References
- Index
Summary
Chapter 4 describes the potential of mobile apps and video games in adolescent research. Adolescents have specific thoughts of what they need and want from these technologies, therefore researchers and designers should carefully consider these suggestions to ensure the effectiveness of these technologies. Design should have a sound theoretical foundation and be subject to evaluation to ensure the quality and effectiveness of the apps and games.
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- Publisher: Cambridge University PressPrint publication year: 2025