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Effects of the Quest to Lava Mountain Computer Game on Dietary and Physical Activity Behaviors of Elementary School Children: A Pilot Group-Randomized Controlled Trial
13 references·5 citing·44 second hop
Effects of the Quest to Lava Mountain Computer Game on Dietary and Physical Activity Behaviors of Elementary School Children: A Pilot Group-Randomized Controlled Trial (2015)Effects of the Quest to Lava Mountain Com…Video Games for Diabetes Self-Management: Examples and Design Strategies (2012)Video Games for Diabetes Self…Role of Video Games in Improving Health-Related Outcomes (2012)Role of Video Games in Improv…Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions (2012)Designing Serious Video Games…Video Games in Health Care: Closing the Gap (2010)Video Games in Health Care: C…Video Game Play, Child Diet, and Physical Activity Behavior Change (2010)Video Game Play, Child Diet, …Teachers' Use of Educational Technology in U.S. Public Schools: 2009. First Look. NCES 2010-040. (2010)Teachers' Use of Educational …Teachers’ Use of Educational Technology in U.S. Public Schools: 2009 (2010)Teachers’ Use of Educational …Effective Intervention or Child's Play? A Review of Video Games for Diabetes Education (2010)Effective Intervention or Chi…Playing for Real (2008)Playing for RealSquire’s Quest! (2003)Squire’s Quest!Evaluation of microcomputer nutritional teaching games in 1,876 children at school. (2001)Evaluation of microcomputer n…Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health. (1997)Interactive video games for h…A theory of reasoned action: some applications and implications. (1980)A theory of reasoned action: …Serious games for health promotion in adolescents – a systematic scoping review (2022)Serious games for health prom…Nutritional Education and Promotion of Healthy Eating Behaviors Among Mexican Children Through Video Games: Design and Pilot Test of FoodRateMaster (2020)Nutritional Education and Pro…The Kids Obesity Prevention Program: Cluster Randomized Controlled Trial to Evaluate a Serious Game for the Prevention and Treatment of Childhood Obesity (2019)The Kids Obesity Prevention P…Short-Term Effects of the Serious Game “Fit, Food, Fun” on Nutritional Knowledge: A Pilot Study among Children and Adolescents (2019)Short-Term Effects of the Ser…Internet-Based Delivery of Evidence-Based Health Promotion Programs Among American Indian and Alaska Native Youth: A Case Study (2016)Internet-Based Delivery of Ev…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? 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(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)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)The “I's” Have It: A Framework for Serious Educational Game Design (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Healthy play, better coping: The importance of play for the development of children in health and disease (2018)The Measurement of Observer Agreement for Categorical Data (1977)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)‘Gamification’: Influencing health behaviours with games (2013)Effects of video-game play on information processing: A meta-analytic investigation (2013)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (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)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)The Elaboration Likelihood Model of Persuasion (1986)The Elaboration Likelihood Model of Persuasion (1986)Place attachment: How far have we come in the last 40 years? (2010)An investigation of middle school science teachers and students use of technology inside and outside of classrooms: considering whether digital natives are more technology savvy than their teachers (2014)Is it the way they use it? Teachers, ICT and student achievement (2017)The role of value on teachers' internalization of external barriers and externalization of personal beliefs for classroom technology integration (2017)Explaining technology integration in K-12 classrooms: a multilevel path analysis model (2016)Redesigning Civic Education for the Digital Age: Participatory Politics and the Pursuit of Democratic Engagement (2016)An examination of seven years of technology integration in Florida schools: Through the lens of the Levels of Digital Divide in Schools (2017)A Theoretical Model of the Effects and Consequences of Playing Video Games. (2006)Serious video game effectiveness (2007)The Multiple Dimensions of Video Game Effects (2011)
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References

  • 1980A theory of reasoned action: some applications and implications.1,350 cited
  • 2008Playing for Real998 cited
  • 2010Video Games in Health Care: Closing the Gap502 cited
  • 2012Role of Video Games in Improving Health-Related Outcomes467 cited
  • 2003Squire’s Quest!313 cited
  • 2010Teachers’ Use of Educational Technology in U.S. Public Schools: 2009249 cited
  • 2010Video Game Play, Child Diet, and Physical Activity Behavior Change228 cited
  • 2010Teachers' Use of Educational Technology in U.S. Public Schools: 2009. First Look. NCES 2010-040.151 cited
  • 1997Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health.138 cited
  • 2010Effective Intervention or Child's Play? A Review of Video Games for Diabetes Education112 cited
  • 2012Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions102 cited
  • 2001Evaluation of microcomputer nutritional teaching games in 1,876 children at school.65 cited
  • 2012Video Games for Diabetes Self-Management: Examples and Design Strategies61 cited

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  • 2022Serious games for health promotion in adolescents – a systematic scoping review50 cited

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2019
The Kids Obesity Prevention Program: Cluster Randomized Controlled Trial to Evaluate a Serious Game for the Prevention and Treatment of Childhood Obesity
47 cited
  • 2020Nutritional Education and Promotion of Healthy Eating Behaviors Among Mexican Children Through Video Games: Design and Pilot Test of FoodRateMaster47 cited
  • 2019Short-Term Effects of the Serious Game “Fit, Food, Fun” on Nutritional Knowledge: A Pilot Study among Children and Adolescents43 cited
  • 2016Internet-Based Delivery of Evidence-Based Health Promotion Programs Among American Indian and Alaska Native Youth: A Case Study20 cited