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Moving Beyond the Stigma: Systematic Review of Video Games and Their Potential to Combat Obesity
5 references·12 citing·51 second hop
Moving Beyond the Stigma: Systematic Review of Video Games and Their Potential to Combat Obesity (2011)Moving Beyond the Stigma: Systematic Revi…Video Game Play, Child Diet, and Physical Activity Behavior Change (2010)Video Game Play, Child Diet, …Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game (2008)Serious Video Games for Healt…Playing for Real (2008)Playing for RealThe motivation of children to play an active video game (2007)The motivation of children to…Squire’s Quest! (2003)Squire’s Quest!Gaming as Family Time (2021)Gaming as Family TimeHow Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis (2020)How Effective are Serious Gam…Effects of a Gamified Educational Program in the Nutrition of Children with Obesity (2019)Effects of a Gamified Educati…Serious Games for Children with Chronic Diseases: A Systematic Review (2018)Serious Games for Children wi…Positive Impact of Exergaming on Older Adults’ Mental and Social Well-Being: In Search of Evidence (2018)Positive Impact of Exergaming…Nutrition Education and Dietary Behavior Change Games: A Scoping Review (2018)Nutrition Education and Dieta…Feed the Alien! The Effects of a Nutrition Instruction Game on Children's Nutritional Knowledge and Food Intake (2018)Feed the Alien! The Effects o…Promoting Children's Health with Digital Games: A Review of Reviews (2014)Promoting Children's Health w…“Creature-101”: A Serious Game to Promote Energy Balance-Related Behaviors Among Middle School Adolescents (2013)“Creature-101”: A Serious Gam…Evaluating Efficacy and Validating Games for Health (2012)Evaluating Efficacy and Valid…Children, Adolescents, and the Media: (2012)Children, Adolescents, and th…Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters” (2012)Acceptability of an Online He…The role of transportation in the persuasiveness of public narratives. (2000)The role of desires and anticipated emotions in goal‐directed behaviours: Broadening and deepening the theory of planned behaviour (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)A Motivational Model of Video Game Engagement (2010)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Indicators of socioeconomic status for adolescents: the WHO Health Behaviour in School-aged Children Survey (1997)Theory as mediating variables: Why aren't community interventions working as desired? (1997)Games for science and engineering education (2007)Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research. (2016)The file drawer problem and tolerance for null results. (1979)An update on the effects of playing violent video games (2003)InsuOnline, a Serious Game to Teach Insulin Therapy to Primary Care Physicians: Design of the Game and a Randomized Controlled Trial for Educational Validation (2013)Smartkuber: A Serious Game for Cognitive Health Screening of Elderly Players (2016)InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: A Randomized Controlled Trial With Primary Care Physicians (2017)Communication and Persuasion (1986)Implementation intentions: Strong effects of simple plans. (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Serious games and learning effectiveness: The case of It’s a Deal! (2011)Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014)Fake news game confers psychological resistance against online misinformation (2019)Social Cognitive Theory of Mass Communication (2001)Following you home from school: A critical review and synthesis of research on cyberbullying victimization (2010)Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Parenting approaches and digital technology use of preschool age children in a Chinese community (2014)The Impact of Social Media on the Sexual and Social Wellness of Adolescents (2014)The relationship between screen time, nighttime sleep duration, and behavioural problems in preschool children in China (2016)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences (2007)US Food Company Branded Advergames on the Internet: Children's exposure and effects on snack consumption (2011)Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis (2016)Can games change children’s eating behaviour? A review of gamification and serious games (2019)Games for Health for Children—Current Status and Needed Research (2015)A neurofeedback video game (MindLight) to prevent anxiety in children: A randomized controlled trial (2016)Short-Term Effects of the Serious Game “Fit, Food, Fun” on Nutritional Knowledge: A Pilot Study among Children and Adolescents (2019)The Kids Obesity Prevention Program: Cluster Randomized Controlled Trial to Evaluate a Serious Game for the Prevention and Treatment of Childhood Obesity (2019)Nutritional Education and Promotion of Healthy Eating Behaviors Among Mexican Children Through Video Games: Design and Pilot Test of FoodRateMaster (2020)Clinical significance: A statistical approach to defining meaningful change in psychotherapy research. (1991)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials (2010)Prosocial digital games for youth: A systematic review of interventions (2020)Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study (2020)Trim and Fill: A Simple Funnel‐Plot–Based Method of Testing and Adjusting for Publication Bias in Meta‐Analysis (2000)Measuring inconsistency in meta-analyses (2003)Cochrane Handbook for Systematic Reviews of Interventions (2008)Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review (2021)Improving adaptive and cognitive skills of children with an intellectual disability and/or autism spectrum disorder: Meta-analysis of randomised controlled trials on the effects of serious games (2022)Serious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disorders (2023)A Scoping Review of Health Game Research: Past, Present, and Future (2012)A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention (2013)Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities (2015)
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References

  • 2008Playing for Real998 cited
  • 2008Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game366 cited
  • 2003Squire’s Quest!313 cited
  • 2010Video Game Play, Child Diet, and Physical Activity Behavior Change228 cited
  • 2007The motivation of children to play an active video game181 cited

Cited by

  • 2012Children, Adolescents, and the Media:180 cited
  • 2018Feed the Alien! The Effects of a Nutrition Instruction Game on Children's Nutritional Knowledge and Food Intake89 cited
  • 2012Evaluating Efficacy and Validating Games for Health79 cited
  • 2018Serious Games for Children with Chronic Diseases: A Systematic Review70 cited
  • 2020How Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis69 cited
  • 2018Nutrition Education and Dietary Behavior Change Games: A Scoping Review67 cited
  • 2014Promoting Children's Health with Digital Games: A Review of Reviews64 cited
  • 2013“Creature-101”: A Serious Game to Promote Energy Balance-Related Behaviors Among Middle School Adolescents64 cited
  • 2021Gaming as Family Time61 cited
  • 2019

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Effects of a Gamified Educational Program in the Nutrition of Children with Obesity
55 cited
  • 2012Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters”42 cited
  • 2018Positive Impact of Exergaming on Older Adults’ Mental and Social Well-Being: In Search of Evidence33 cited