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It's Time to Eat! Using Mobile Games to Promote Healthy Eating
2 references·8 citing·35 second hop
It's Time to Eat! Using Mobile Games to Promote Healthy Eating (2010)It's Time to Eat! Using Mobile Games to P…Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Fish’n’Steps: Encouraging Phy…Social Facilitation (1965)Social FacilitationVideo Games for Positive Aging: Playfully Engaging Older Adults (2022)Video Games for Positive Agin…Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies (2022)Personality-targeted persuasi…Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change (2022)Games for Change—A Comparativ…Potentials and pitfalls of increasing prosocial behavior and self-efficacy over time using an online personalized platform (2020)Potentials and pitfalls of in…Monster Appetite (2017)Monster AppetiteDesigning behavioral self-regulation application for preventive personal mental healthcare (2017)Designing behavioral self-reg…Rafigh (2014)RafighIntegrative Gaming: A Framework for Sustainable Game-Based Diabetes Management (2011)Integrative Gaming: A Framewo…Self-efficacy mechanism in human agency. (1982)The transtheoretical model of behavior change: a meta-analysis of applications to physical activity and exercise (2001)An Overview of Serious Games (2014)Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity (2014)Digital Behaviour Change Interventions to Break and Form Habits (2018)Neuropsychological assessment, 4th ed. (2004)Neuropsychological assessment. (2004)Playing for Real (2008)Games and Diabetes (2015)Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic Review (2023)Improving English Pronunciation: An Automated Instructional Approach (2003)Bio-Fi (2004)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Does changing behavioral intentions engender behavior change? A meta-analysis of the experimental evidence. (2006)Use of mass media campaigns to change health behaviour (2010)Using the Internet to Promote Health Behavior Change: A Systematic Review and Meta-analysis of the Impact of Theoretical Basis, Use of Behavior Change Techniques, and Mode of Delivery on Efficacy (2010)Short screening scales to monitor population prevalences and trends in non-specific psychological distress (2002)The empirical status of cognitive-behavioral therapy: A review of meta-analyses (2005)Computer Therapy for the Anxiety and Depressive Disorders Is Effective, Acceptable and Practical Health Care: A Meta-Analysis (2010)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Using thematic analysis in psychology (2006)The Dynamogenic Factors in Pacemaking and Competition (1898)Behavior theory and conditioning. (1956)Social Relationships and Health (1988)ATTITUDES AND ATTITUDE CHANGE (1997)Associative and propositional processes in evaluation: An integrative review of implicit and explicit attitude change. (2006)What and When of Cognitive Aging (2004)A Motivational Model of Video Game Engagement (2010)Gerontechnology acceptance by elderly Hong Kong Chinese: a senior technology acceptance model (STAM) (2014)PLS-SEM: Indeed a Silver Bullet (2011)The Behavior Change Technique Taxonomy (v1) of 93 Hierarchically Clustered Techniques: Building an International Consensus for the Reporting of Behavior Change Interventions (2013)When to use and how to report the results of PLS-SEM (2018)A systematic literature review of empirical evidence on computer games and serious games (2012)Gamification for health and wellbeing: A systematic review of the literature (2016)
this work references cited by second hop

References

  • 1965Social Facilitation2,837 cited
  • 2006Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game853 cited

Cited by

  • 2011Integrative Gaming: A Framework for Sustainable Game-Based Diabetes Management35 cited
  • 2022Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies32 cited
  • 2022Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change32 cited
  • 2014Rafigh30 cited
  • 2017Monster Appetite27 cited
  • 2020Potentials and pitfalls of increasing prosocial behavior and self-efficacy over time using an online personalized platform19 cited
  • 2022Video Games for Positive Aging: Playfully Engaging Older Adults9 cited
  • 2017Designing behavioral self-regulation application for preventive personal mental healthcare7 cited

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