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Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions
9 references·4 citing·46 second hop
Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions (2014)Game playbooks: tools to guide multidisci…Electronic Media–Based Health Interventions Promoting Behavior Change in Youth (2013)Electronic Media–Based Health…The Emergence of Games for Health (2012)The Emergence of Games for He…Role of Video Games in Improving Health-Related Outcomes (2012)Role of Video Games in Improv…Video Games in Health Care: Closing the Gap (2010)Video Games in Health Care: C…Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game (2008)Serious Video Games for Healt…Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings (2001)Management of Chronic Pediatr…Multisystemic therapy with violent and chronic juvenile offenders and their families: The role of treatment fidelity in successful dissemination. (1997)Multisystemic therapy with vi…Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health. (1997)Interactive video games for h…Educational video game for juvenile diabetes: results of a controlled trial (1997)Educational video game for ju…Beyond User-Centered Design: Designing Digital Health Technologies for Substance Use Prevention and Treatment in Children and Youth (2025)Beyond User-Centered Design: …Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide (2022)Developing Serious Video Game…An iterative process for developing digital gamified sexual health education for adolescent students in low-tech settings (2019)An iterative process for deve…The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents: PlayForward: Elm City Stories (2016)The design and implementation…Assessing the quality of reports of randomized clinical trials: Is blinding necessary? (1996)Does quality of reports of randomised trials affect estimates of intervention efficacy reported in meta-analyses? (1998)Saving energy in an office environment: A serious game intervention (2014)Games for Health for Children—Current Status and Needed Research (2015)Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification (2018)Self-efficacy mechanism in human agency. 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(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)Communication and Persuasion (1986)Implementation intentions: Strong effects of simple plans. (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Serious games and learning effectiveness: The case of It’s a Deal! (2011)Fake news game confers psychological resistance against online misinformation (2019)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)Learning with Media (1991)Origins of Serious Games (2011)Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps (2016)The Scientific Research Potential of Virtual Worlds (2007)National Conference of State Legislatures (2011)The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial (2012)Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change (2022)For whom the bell tolls: Neurocognitive individual differences in the acute stress-reduction effects of an attention bias modification game for anxiety (2015)Tabletop Board Game Elements and Gamification Interventions for Health Behavior Change: Realist Review and Proposal of a Game Design Framework (2021)A Theoretical Model of the Effects and Consequences of Playing Video Games. 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this work references cited by second hop

References

  • 1997Multisystemic therapy with violent and chronic juvenile offenders and their families: The role of treatment fidelity in successful dissemination.755 cited
  • 2010Video Games in Health Care: Closing the Gap502 cited
  • 1997Educational video game for juvenile diabetes: results of a controlled trial475 cited
  • 2012Role of Video Games in Improving Health-Related Outcomes467 cited
  • 2008Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game366 cited
  • 2001Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings361 cited
  • 2013Electronic Media–Based Health Interventions Promoting Behavior Change in Youth158 cited
  • 1997Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health.138 cited
  • 2012The Emergence of Games for Health59 cited

Cited by

  • 2016The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents: PlayForward: Elm City Stories45 cited
  • 2019An iterative process for developing digital gamified sexual health education for adolescent students in low-tech settings43 cited
  • 2022Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide32 cited
  • 2025Beyond User-Centered Design: Designing Digital Health Technologies for Substance Use Prevention and Treatment in Children and Youth

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1 cited