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Games for Health for Children—Current Status and Needed Research

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TLDR
Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects.
Abstract
Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population's diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H.

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Citations
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Journal ArticleDOI

Is clinical virtual reality ready for primetime

TL;DR: It is strongly believed that clinical VR applications will become indispensable tools in the toolbox of psychological researchers and practitioners and will only grow in relevance and popularity in the future.
Journal ArticleDOI

Pokémon Go: A game changer for the physical inactivity crisis?

TL;DR: Pokémon Go blends a fun smartphone game with real-life, outdoor physical activity and is likely to be a new model for promoting healthy active living in the future.
Journal Article

Play and child development

M Imagawa
- 01 Sep 1984 - 
Journal ArticleDOI

Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification

TL;DR: This study suggests that the two innovative teaching approaches can be used to improve the sexual health education of adolescent students, particularly in improving sexual health behaviour and adolescents’ knowledge in regions plagued by years of sexual health problems, including HIV/AIDS.
Journal ArticleDOI

Game-based learning and Gamification to promote engagement and motivation in medical learning contexts

TL;DR: Two serious games are presented that, using the gamification dimensions, aim at sustaining engagement and motivation in learning processes in medical contexts and enhance student motivation.
References
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Book

Rules of Play: Game Design Fundamentals

TL;DR: This text offers an introduction to game design and a unified model for looking at all kinds of games, from board games and sports to computer and video games.
Book

Digital Game-Based Learning

Marc Prensky
TL;DR: Green and Bavelier as discussed by the authors found that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention, but that finding is just one small part of a more important message that all parents and educators need to hear: Video games are not the enemy, but the best opportunity we have to engage our kids in real learning.
Journal ArticleDOI

The role of transportation in the persuasiveness of public narratives.

TL;DR: This paper showed that the extent of transportation augmented story-consistent beliefs and favorable evaluations of protagonists, and that less-transported readers found fewer false notes in a story than less transported readers.
Journal ArticleDOI

Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review.

TL;DR: The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.
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