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Squire’s Quest!
2 references·16 citing·51 second hop
Squire’s Quest! (2003)Squire’s Quest!Theory as mediating variables: Why aren't community interventions working as desired? (1997)Theory as mediating variables…Indicators of socioeconomic status for adolescents: the WHO Health Behaviour in School-aged Children Survey (1997)Indicators of socioeconomic s…Serious Gaming for Behaviour Change: A Systematic Review (2022)Serious Gaming for Behaviour …Can games change children’s eating behaviour? A review of gamification and serious games (2019)Can games change children’s e…Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research. (2016)Mining Learning and Crafting …Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis (2016)Is Participatory Design Assoc…Kaledo, a board game for nutrition education of children and adolescents at school: cluster randomized controlled trial of healthy lifestyle promotion (2014)Kaledo, a board game for nutr…Developing Games for Health Behavior Change: Getting Started (2013)Developing Games for Health B…A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention (2013)A Systematic Review of Health…Story Immersion in a Health Videogame for Childhood Obesity Prevention (2012)Story Immersion in a Health V…Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions (2012)Designing Serious Video Games…A Scoping Review of Health Game Research: Past, Present, and Future (2012)A Scoping Review of Health Ga…Moving Beyond the Stigma: Systematic Review of Video Games and Their Potential to Combat Obesity (2011)Moving Beyond the Stigma: Sys…Interactive Games to Promote Behavior Change in Prevention and Treatment (2011)Interactive Games to Promote …Video Game Play, Child Diet, and Physical Activity Behavior Change (2010)Video Game Play, Child Diet, …An evaluation of 'Reach Out Central': an online gaming program for supporting the mental health of young people (2010)An evaluation of 'Reach Out C…Games for science and engineering education (2007)Games for science and enginee…Kalèdo, a new educational board-game, gives nutritional rudiments and encourages healthy eating in children: a pilot cluster randomized trial (2006)Kalèdo, a new educational boa…Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Cochrane Handbook for Systematic Reviews of Interventions (2008)Playing for Real (2008)The Efficacy of Casual Videogame Play in Reducing Clinical Depression: A Randomized Controlled Study (2013)Cognitive Bias Modification for adolescents with substance use problems – Can serious games help? (2015)A State-of-the-Art Systematic Content Analysis of Games for Health (2018)The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) Statement: Guidelines for Reporting Observational Studies (2007)CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials (2010)CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials (2010)Feed the Alien! The Effects of a Nutrition Instruction Game on Children's Nutritional Knowledge and Food Intake (2018)Digital media: Promoting healthy screen use in school-aged children and adolescents (2019)Effects of cooperative, competitive, and individualistic goal structures on achievement: A meta-analysis. (1981)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Science and Engineering Indicators (2004)Effectiveness of using a video game to teach a course in mechanical engineering (2009)Problem solving and collaboration using mobile serious games (2011)The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. (2013)Annuario statistico italiano (1955)Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis (2021)Values, attitudes, and interpersonal behavior. 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(2000)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)Measuring inconsistency in meta-analyses (2003)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)The Use of User-Centered Participatory Design in Serious Games for Anxiety and Depression (2017)Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)How seductive details do their damage: A theory of cognitive interest in science learning. (1998)Learning from Examples: Instructional Principles from the Worked Examples Research (2000)A systematic literature review of empirical evidence on computer games and serious games (2012)Video game addiction: The push to pathologize video games. (2017)Enhancing Attentional Control: Lessons from Action Video Games (2019)Student-centred digital game–based learning: a conceptual framework and survey of the state of the art (2019)The role of transportation in the persuasiveness of public narratives. (2000)From game design elements to gamefulness (2011)Gamification for behavior change: A scientometric review (2022)Gamification for sustainable consumption: A state‐of‐the‐art overview and future agenda (2024)
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References

  • 1997Indicators of socioeconomic status for adolescents: the WHO Health Behaviour in School-aged Children Survey721 cited
  • 1997Theory as mediating variables: Why aren't community interventions working as desired?283 cited

Cited by

  • 2007Games for science and engineering education302 cited
  • 2010Video Game Play, Child Diet, and Physical Activity Behavior Change228 cited
  • 2016Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research.194 cited
  • 2019Can games change children’s eating behaviour? A review of gamification and serious games140 cited
  • 2016Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis138 cited
  • 2013A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention137 cited
  • 2012A Scoping Review of Health Game Research: Past, Present, and Future136 cited
  • 2006Kalèdo, a new educational board-game, gives nutritional rudiments and encourages healthy eating in children: a pilot cluster randomized trial129 cited
  • 2011Moving Beyond the Stigma: Systematic Review of Video Games and Their Potential to Combat Obesity124 cited
  • 2014Kaledo, a board game for nutrition education of children and adolescents at school: cluster randomized controlled trial of healthy lifestyle promotion112 cited
  • 2011Interactive Games to Promote Behavior Change in Prevention and Treatment

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112 cited
  • 2010An evaluation of 'Reach Out Central': an online gaming program for supporting the mental health of young people108 cited
  • 2013Developing Games for Health Behavior Change: Getting Started105 cited
  • 2012Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions102 cited
  • 2012Story Immersion in a Health Videogame for Childhood Obesity Prevention98 cited
  • 2022Serious Gaming for Behaviour Change: A Systematic Review96 cited