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Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters”
13 references·1 citing·55 second hop
Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters” (2012)Acceptability of an Online Health Videoga…Teaching the Biological Consequences of Alcohol Abuse through an Online Game: Impacts among Secondary Students (2012)Teaching the Biological Conse…The Impact of a Science Education Game on Students’ Learning and Perception of Inhalants as Body Pollutants (2011)The Impact of a Science Educa…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 …Computer games to teach hygiene: an evaluation of the e-Bug junior game (2011)Computer games to teach hygie…Behavioral Science in Video Games for Children's Diet and Physical Activity Change: Key Research Needs (2011)Behavioral Science in Video G…Video Game Play, Child Diet, and Physical Activity Behavior Change (2010)Video Game Play, Child Diet, …Effective Intervention or Child's Play? A Review of Video Games for Diabetes Education (2010)Effective Intervention or Chi…What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games (2008)What Hinders Teachers in Usin…Playing for Real (2008)Playing for RealSquire’s Quest! (2003)Squire’s Quest!Are Current Health Behavioral Change Models Helpful in Guiding Prevention of Weight Gain Efforts? (2003)Are Current Health Behavioral…Factorial Validity and Invariance of Questionnaires Measuring Social-Cognitive Determinants of Physical Activity among Adolescent Girls (2000)Factorial Validity and Invari…Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT—A Systematic Review (2024)Gamified Health Promotion in …The theory of planned behavior (1991)Alternative Ways of Assessing Model Fit (1992)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Factorial Invariance and Latent Mean Structure of Questionnaires Measuring Social-Cognitive Determinants of Physical Activity among Black and White Adolescent Girls (2002)Individual differences in negative group work experiences in collaborative student learning (2007)A Structural Model of Leisure Constraints Negotiation in Outdoor Recreation (2008)The role of transportation in the persuasiveness of public narratives. 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A contextual approach to teachers’ adoption intention of digital games in formal education (2012)Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement (2013)Potential Barriers to the Implementation of Digital Game-Based Learning in the Classroom: Pre-service Teachers’ Views (2021)THEORY AT A GLANCE: A GUIDE FOR HEALTH PROMOTION PRACTICE (2005)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)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)Using a robot to personalise health education for children with diabetes type 1: A pilot study (2013)Design and evaluation of a personal robot playing a self-management education game with children with diabetes type 1 (2017)Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game (2008)Children, Adolescents, and the Media: (2012)Evaluating Efficacy and Validating Games for Health (2012)Feed the Alien! 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(2004)Impacts and Characteristics of Computer-Based Science Inquiry Learning Environments for Precollege Students (2014)Development of pre-service chemistry teachers’ technological pedagogical content knowledge (2017)Serious games for health promotion in adolescents – a systematic scoping review (2022)Flow: the psychology of optimal experience (1990)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Educational video game for juvenile diabetes: results of a controlled trial (1997)Increasing Energy Efficiency With Entertainment Media (2013)Flow in gaming: literature synthesis and framework development (2014)Health game interventions to enhance physical activity self‐efficacy of children: a quantitative systematic review (2016)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Health Behavior and Health Education: Theory, Research, and Practice (1992)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)A review of psychosocial pre‐treatment predictors of weight control (2005)Towards an Effective Health Interventions Design: An Extension of the Health Belief Model (2012)What is a walkable place? The walkability debate in urban design (2015)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)
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References

  • 2008Playing for Real998 cited
  • 2003Are Current Health Behavioral Change Models Helpful in Guiding Prevention of Weight Gain Efforts?717 cited
  • 2003Squire’s Quest!313 cited
  • 2000Factorial Validity and Invariance of Questionnaires Measuring Social-Cognitive Determinants of Physical Activity among Adolescent Girls271 cited
  • 2010Video Game Play, Child Diet, and Physical Activity Behavior Change228 cited
  • 2008What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games205 cited
  • 2011Moving Beyond the Stigma: Systematic Review of Video Games and Their Potential to Combat Obesity124 cited
  • 2010Effective Intervention or Child's Play? A Review of Video Games for Diabetes Education112 cited
  • 2011Interactive Games to Promote Behavior Change in Prevention and Treatment112 cited
  • 2011The Impact of a Science Education Game on Students’ Learning and Perception of Inhalants as Body Pollutants81 cited
  • 2011Behavioral Science in Video Games for Children's Diet and Physical Activity Change: Key Research Needs68 cited
  • 2011Computer games to teach hygiene: an evaluation of the e-Bug junior game51 cited
  • 2012Teaching the Biological Consequences of Alcohol Abuse through an Online Game: Impacts among Secondary Students44 cited

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2024
Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT—A Systematic Review
33 cited