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Open AccessJournal ArticleDOI

Designing serious video games for health behavior change: current status and future directions.

TLDR
Behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of obesity and type 2 diabetes are identified.
Abstract
Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of obesity and type 2 diabetes. Guidelines discussed include how to develop video games that provide a solid foundation for behavior change by enhancing a player’s knowledge and skill, ways in which personal mastery experiences can be incorporated into a video game environment, using game characters and avatars to promote observational learning, creating personalized experiences through tailoring, and the importance of achieving a balance between “fun-ness” and “seriousness.” The article concludes with suggestions for future research needed to inform this rapidly growing field.

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Journal ArticleDOI

Validation of the angular measurements of a new inertial-measurement-unit based rehabilitation system: comparison with state-of-the-art gait analysis

TL;DR: The tested IMU based system has the necessary accuracy to be safely utilized in rehabilitation programs after orthopaedic treatments of the lower limb and was assessed against state-of-the-art gait analysis as the gold standard.
Journal ArticleDOI

Video games for diabetes self-management: examples and design strategies.

TL;DR: This article briefly describes 14 diabetes self-management video games that are designed to improve and support players' diabetesSelf-management skills and cites research findings on their effectiveness.
Journal ArticleDOI

A systematic review of serious games in asthma education.

TL;DR: Serious games may be useful tools for asthma education and their impact on patient's knowledge, behavior, and clinical outcomes related to asthma is assessed.
Journal ArticleDOI

A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods

TL;DR: This is the first research to explore the effect of implementation intentions on child fruit and vegetable goal attainment and consumption of 4th and 5th graders and will contribute valuable information regarding whether implementation intentions are effective with elementary age children.
References
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Book

Social Foundations of Thought and Action: A Social Cognitive Theory

TL;DR: In this paper, models of Human Nature and Casualty are used to model human nature and human health, and a set of self-regulatory mechanisms are proposed. But they do not consider the role of cognitive regulators.
Book

Communication and Persuasion: Central and Peripheral Routes to Attitude Change

TL;DR: In this article, the authors define the ELM and seine Basiskonzepte theoretisch definiert und durch eine Vielzahl empirischer Studien untermauert.
Journal ArticleDOI

Self-regulation through goal setting

TL;DR: In this article, a review of the literature on goal setting through 1990 has been reviewed and integrated by Locke and Latham (1990a), with special emphasis on its practical implications for the motivation of employees in organizational settings.
Journal ArticleDOI

Playing for Real: Video Games and Stories for Health-Related Behavior Change

TL;DR: Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change.
Book

Process evaluation for public health interventions and research

TL;DR: This review focuses on process Evaluation for Public Health Interventions and Research in the context of Injury Prevention, with a focus on the development of a process to evaluate a National Injury Prevention Program.
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