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Story Immersion in a Health Videogame for Childhood Obesity Prevention
16 references·16 citing·29 second hopsampled
Story Immersion in a Health Videogame for Childhood Obesity Prevention (2012)Story Immersion in a Health Videogame for…Playing Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generation M2: Media in the L…Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Generation M2 : Media in the …Playing for Real (2008)Playing for RealUsing Narrative Communication as a Tool for Health Behavior Change: A Conceptual, Theoretical, and Empirical Overview (2006)Using Narrative Communication…Transportation Into Narrative Worlds: The Role of Prior Knowledge and Perceived Realism (2004)Transportation Into Narrative…Perspective Taking as Egocentric Anchoring and Adjustment. 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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 1985Intrinsic Motivation and Self-Determination in Human Behavior26,744 cited
  • 1988Intrinsic Motivation and Self-Determination in Human Behavior15,312 cited
  • 2000The role of transportation in the persuasiveness of public narratives.4,849 cited
  • 1975Language in the inner city: studies in the Black English Vernacular. By William Labov. Philadelphia: University of Pennsylvania Press, 1972. Pp. xxiv, 412. $6.95.3,019 cited
  • 2010Generation M2: Media in the Lives of 8- to 18-Year-Olds2,196 cited
  • 2010Generation M2 : Media in the Lives of 8- to 18-year-olds2,017 cited
  • 2004Imagination and Creativity in Childhood1,696 cited
  • 2002Entertainment-Education and Elaboration Likelihood: Understanding the Processing of Narrative Persuasion1,452 cited
  • 2004Perspective Taking as Egocentric Anchoring and Adjustment.1,316 cited
  • 1972The transformation of experience in narrative syntax1,191 cited
  • 2006Using Narrative Communication as a Tool for Health Behavior Change: A Conceptual, Theoretical, and Empirical Overview1,139 cited
  • 2012Playing Video Games : Motives, Responses, and Consequences1,059 cited
  • 2008Playing for Real998 cited

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  • 2004Transportation Into Narrative Worlds: The Role of Prior Knowledge and Perceived Realism934 cited
  • 2004IMAGINE YOURSELF IN THE PRODUCT : Mental Simulation, Narrative Transportation, and Persuasion832 cited
  • Cited by

    • 2013A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention137 cited
    • 2020The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective123 cited
    • 2021Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis109 cited
    • 2018Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol103 cited
    • 2014Beyond designing for motivation99 cited
    • 2024Narrative transportation: How stories shape how we see ourselves and the world93 cited
    • 2015Creating action plans in a serious video game increases and maintains child fruit-vegetable intake: a randomized controlled trial75 cited
    • 2019A Meta-analysis of Narrative Game-based Interventions for Promoting Healthy Behaviors59 cited
    • 2019Motivational strategies and approaches for single and multi-player exergames: a social perspective53 cited
    • 2016The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study44 cited
    • 2020From immersion to intention? Exploring advances in prosocial storytelling43 cited
    • 2015Enjoyment: A Conceptual Exploration and Overview of Experimental Evidence in the Context of Games for Health42 cited
    • 2013Exploring audience involvement with an interactive narrative: implications for incorporating transmedia storytelling into entertainment-education campaigns39 cited
    • 2015Impact of a Serious Videogame Designed for Flexible Insulin Therapy on the Knowledge and Behaviors of Children with Type 1 Diabetes: The LUDIDIAB Pilot Study39 cited
    • 2014Narrative in Exergames: Thoughts on Procedure, Mechanism, and Others38 cited
    • 2017Misrepresentation of Health Research in Exertion Games Literature32 cited