SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Conceptual Model for the Design of a Serious Video Game Promoting Self-Management among Youth with Type 1 Diabetes
16 references·8 citing·40 second hop
Conceptual Model for the Design of a Serious Video Game Promoting Self-Management among Youth with Type 1 Diabetes (2010)Conceptual Model for the Design of a Seri…Communication and Persuasion: Central and Peripheral Routes to Attitude Change (2015)Communication and Persuasion:…Handbook of Competence and Motivation (2013)Handbook of Competence and Mo…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 RealFrom Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Video Games and the Future of Learning (2005)Video Games and the Future of…Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…The role of transportation in the persuasiveness of public narratives. (2000)The role of transportation in…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Situated Learning and Education (1996)Situated Learning and Educati…Peer Models and Children's Behavioral Change (1987)Peer Models and Children's Be…Communication and Persuasion (1986)Communication and PersuasionSocial Foundations of Thought and Action : A Social Cognitive Theory (1985)Social Foundations of Thought…The Health Belief Model: A Decade Later (1984)The Health Belief Model: A De…Self-evaluative and self-efficacy mechanisms governing the motivational effects of goal systems. (1983)Self-evaluative and self-effi…Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review (2021)Game Mechanisms in Serious Ga…InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: A Randomized Controlled Trial With Primary Care Physicians (2017)InsuOnline, an Electronic Gam…Developing a Serious Videogame for Preteens to Motivate HPV Vaccination Decision Making: Land of Secret Gardens (2017)Developing a Serious Videogam…Impact of a Serious Videogame Designed for Flexible Insulin Therapy on the Knowledge and Behaviors of Children with Type 1 Diabetes: The LUDIDIAB Pilot Study (2015)Impact of a Serious Videogame…Video Games for Diabetes Self-Management: Examples and Design Strategies (2012)Video Games for Diabetes Self…Fun and Games and Boredom (2012)Fun and Games and BoredomSerious gaming in women’s health care (2011)Serious gaming in women’s hea…Behavioral Science in Video Games for Children's Diet and Physical Activity Change: Key Research Needs (2011)Behavioral Science in Video G…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Social Learning Theory. (1978)Self-efficacy mechanism in human agency. (1982)Impact of conceptions of ability on self-regulatory mechanisms and complex decision making. (1989)Self-Efficacy and Academic Motivation (1991)Focus on Formative Feedback (2008)The Elaboration Likelihood Model of Persuasion (1986)Mood and judgment: The affect infusion model (AIM). (1995)Common Method Bias in Marketing: Causes, Mechanisms, and Procedural Remedies (2012)Influencer Marketing: How Message Value and Credibility Affect Consumer Trust of Branded Content on Social Media (2018)Advances in Consumer Research (2025)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)On Claims That Answer the Wrong Questions (1997)The situativity of knowing, learning, and research. (1998)Models of Innovative Knowledge Communities and Three Metaphors of Learning (2004)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Understanding Attitudes and Predicting Social Behavior (1980)Social Learning Theory and the Health Belief Model (1988)Putting the fear back into fear appeals: The extended parallel process model (1992)Beyond the divide between cognition and discourse: Using interpretative phenomenological analysis in health psychology (1996)The psychology of interpersonal relations. (1958)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)The Impact of Enhancing Students’ Social and Emotional Learning: A Meta-Analysis of School-Based Universal Interventions (2011)Implications for educational practice of the science of learning and development (2019)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Marketing through Instagram influencers: the impact of number of followers and product divergence on brand attitude (2017)The theory of planned behavior (1991)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)Entertainment-Education and Elaboration Likelihood: Understanding the Processing of Narrative Persuasion (2002)Prejudice Reduction: What Works? A Review and Assessment of Research and Practice (2008)Reading Literary Fiction Improves Theory of Mind (2013)
this work references cited by second hop

References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 1985Social Foundations of Thought and Action : A Social Cognitive Theory19,175 cited
  • 1984The Health Belief Model: A Decade Later8,429 cited
  • 1986Communication and Persuasion5,214 cited
  • 2015Communication and Persuasion: Central and Peripheral Routes to Attitude Change4,993 cited
  • 2000The role of transportation in the persuasiveness of public narratives.4,849 cited
  • 2013Handbook of Competence and Motivation4,671 cited
  • 1983Self-evaluative and self-efficacy mechanisms governing the motivational effects of goal systems.1,515 cited
  • 1996Situated Learning and Education1,460 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2008Playing for Real998 cited
  • 1987Peer Models and Children's Behavioral Change809 cited
  • 2005Engaging by design: How engagement strategies in popular computer and video games can inform instructional design628 cited
  • 2008Teens, video games and civics442 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2008
Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game
366 cited

Cited by

  • 2011Behavioral Science in Video Games for Children's Diet and Physical Activity Change: Key Research Needs68 cited
  • 2011Serious gaming in women’s health care62 cited
  • 2017InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: A Randomized Controlled Trial With Primary Care Physicians62 cited
  • 2012Video Games for Diabetes Self-Management: Examples and Design Strategies61 cited
  • 2012Fun and Games and Boredom60 cited
  • 2017Developing a Serious Videogame for Preteens to Motivate HPV Vaccination Decision Making: Land of Secret Gardens47 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
  • 2021Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review37 cited