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What Serious Video Games Can Offer Child Obesity Prevention
12 references·2 citing·42 second hop
What Serious Video Games Can Offer Child Obesity Prevention (2014)What Serious Video Games Can Offer Child …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…Serious Games for Healthcare (2012)Serious Games for HealthcareA Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods (2012)A Serious Video Game to Incre…Video Game Play, Child Diet, and Physical Activity Behavior Change (2010)Video Game Play, Child Diet, …Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generation M2: Media in the L…Teens, video games and civics (2008)Teens, video games and civicsSerious 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 RealIn Pursuit of Change: Youth Response to Intensive Goal Setting Embedded in a Serious Video Game (2007)In Pursuit of Change: Youth R…Development of a theory-based internet program promoting maintenance of diet and physical activity change to 8-year-old African American girls (2005)Development of a theory-based…Implementation intentions: Strong effects of simple plans. (1999)Implementation intentions: St…Designing and evaluating Reto Global, a serious video game for supporting global warming awareness (2023)Designing and evaluating Reto…Meal-Specific Dietary Changes From Squires Quest! II: A Serious Video Game Intervention (2016)Meal-Specific Dietary Changes…The role of transportation in the persuasiveness of public narratives. (2000)Games, Motivation, and Learning: A Research and Practice Model (2002)A Motivational Model of Video Game Engagement (2010)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Communication and Persuasion: Central and Peripheral Routes to Attitude Change (2015)Gamification for health and wellbeing: A systematic review of the literature (2016)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)A State-of-the-Art Systematic Content Analysis of Games for Health (2018)Digital media: Promoting healthy screen use in school-aged children and adolescents (2019)The Health Belief Model: A Decade Later (1984)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)Persuading Others to Avoid Persuasion: Inoculation Theory and Resistant Health Attitudes (2016)Pokémon Go, go, go, gone? (2016)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Smartkuber: A Serious Game for Cognitive Health Screening of Elderly Players (2016)Serious Games for Psychotherapy: A Systematic Review (2017)Serious Gaming for Behaviour Change: A Systematic Review (2022)From Intentions to Actions: A Theory of Planned Behavior (1985)The theory of planned behavior (1991)Beyond pleasure and pain. (1997)Nature and Operation of Attitudes (2001)Reflective and Impulsive Determinants of Social Behavior (2004)The theory of planned behavior: Frequently asked questions (2020)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)Story Immersion of Videogames for Youth Health Promotion: A Review of Literature (2012)Can games change children’s eating behaviour? A review of gamification and serious games (2019)Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education (2014)Socio-Psychological Perspectives on the Potential for Serious Games to Promote Transcendental Values in IWRM Decision-Making (2018)Narrative Identity Reconstruction as Adaptive Growth During Mental Health Recovery: A Narrative Coaching Boardgame Approach (2019)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)Parental Mediation of Children's Internet Use (2008)Cognitive control in media multitaskers (2009)College students' social networking experiences on Facebook (2009)The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies (2009)The benefits of playing video games. (2013)Foundations of Game-Based Learning (2015)
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References

  • 1999Implementation intentions: Strong effects of simple plans.5,759 cited
  • 2010Generation M2: Media in the Lives of 8- to 18-Year-Olds2,196 cited
  • 2008Playing for Real1,043 cited
  • 2008Teens, video games and civics442 cited
  • 2008Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game366 cited
  • 2010Video Game Play, Child Diet, and Physical Activity Behavior Change228 cited
  • 2013A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention137 cited
  • 2013Developing Games for Health Behavior Change: Getting Started105 cited
  • 2012Serious Games for Healthcare59 cited
  • 2007In Pursuit of Change: Youth Response to Intensive Goal Setting Embedded in a Serious Video Game54 cited
  • 2005Development of a theory-based internet program promoting maintenance of diet and physical activity change to 8-year-old African American girls49 cited
  • 2012A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods46 cited

Cited by

  • 2016Meal-Specific Dietary Changes From Squires Quest! II: A Serious Video Game Intervention26 cited
  • 2023Designing and evaluating Reto Global, a serious video game for supporting global warming awareness

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24 cited