Games for Health for Children—Current Status and Needed Research
Tom Baranowski,Fran C. Blumberg,Richard Buday,Ann DeSmet,Lynn E. Fiellin,C. Shawn Green,Pamela M. Kato,Amy Shirong Lu,Ann E. Maloney,Robin Mellecker,Brooke A. Morrill,Wei Peng,Ross Shegog,Monique Simons,Amanda E. Staiano,Debbe Thompson,Kimberly S. Young +16 more
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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.read more
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Is clinical virtual reality ready for primetime
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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.
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Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification
Hussein Haruna,Xiao Hu,Samuel Kai Wah Chu,Robin R. Mellecker,Goodluck Gabriel,Patrick Siril Ndekao +5 more
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.
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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
Katie Salen,Eric Zimmerman +1 more
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
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
How We Design Feasibility Studies
Deborah J. Bowen,Matthew W. Kreuter,Bonnie Spring,Ludmila M Cofta-Woerpel,Laura A. Linnan,Diane Weiner,Suzanne Bakken,Cecilia Patrick Kaplan,Linda Squiers,Cecilia Fabrizio,Maria E. Fernandez +10 more
TL;DR: The diverse types of feasibility studies conducted in the field of cancer prevention, using a group of recently funded grants from the National Cancer Institute are described.
Journal ArticleDOI
Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review.
Craig A. Anderson,Akiko Shibuya,Nobuko Ihori,Edward L. Swing,Brad J. Bushman,Akira Sakamoto,Hannah R. Rothstein,Muniba Saleem +7 more
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.