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Talk to Me, Please!: The Importance of Qualitative Research to Games for Health
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Talk to Me, Please!: The Importance of Qualitative Research to Games for Health (2014)Talk to Me, Please!: The Importance of Qu…Fun and Games and Boredom (2012)Fun and Games and BoredomA Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods (2012)A Serious Video Game to Incre…Internet Issues: Blogging, the Digital Divide and Digital Libraries (2010)Internet Issues: Blogging, th…In Pursuit of Change: Youth Response to Intensive Goal Setting Embedded in a Serious Video Game (2007)In Pursuit of Change: Youth R…Using thematic analysis in psychology (2006)Using thematic analysis in ps…Planning Focus Groups (1998)Planning Focus GroupsDoing Qualitative Research: Circles Within Circles (1991)Doing Qualitative Research: C…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Playing for Real (2008)Role of Video Games in Improving Health-Related Outcomes (2012)Mental Health on the Go (2014)For whom the bell tolls: Neurocognitive individual differences in the acute stress-reduction effects of an attention bias modification game for anxiety (2015)Nonphysical effects of exergames on child and adolescent well‐being: a comprehensive systematic review (2016)Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Implementation intentions: Strong effects of simple plans. (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)What Serious Video Games Can Offer Child Obesity Prevention (2014)Meal-Specific Dietary Changes From Squires Quest! II: A Serious Video Game Intervention (2016)The FIT Game III: Reducing the Operating Expenses of a Game-Based Approach to Increasing Healthy Eating in Elementary Schools (2017)The Health Belief Model: A Decade Later (1984)Persuading Others to Avoid Persuasion: Inoculation Theory and Resistant Health Attitudes (2016)Pokémon Go, go, go, gone? (2016)Conceptual Model for the Design of a Serious Video Game Promoting Self-Management among Youth with Type 1 Diabetes (2010)Story Immersion in a Health Videogame for Childhood Obesity Prevention (2012)Story Immersion of Videogames for Youth Health Promotion: A Review of Literature (2012)Getting the Focus and the Group: Enhancing Analytical Rigor in Focus Group Research (2000)Three Responses to the Methodological Challenges of Studying Strategizing* (2003)Comparing focus groups and individual interviews: findings from a randomized study (2017)Manual or electronic? The role of coding in qualitative data analysis (2003)The Space Between: On Being an Insider-Outsider in Qualitative Research (2009)QUALITATIVE RESEARCH METHODOLOGY IN SOCIAL SCIENCES AND RELATED SUBJECTS (2018)
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References

  • 2006Using thematic analysis in psychology237,789 cited
  • 1991Doing Qualitative Research: Circles Within Circles1,367 cited
  • 1998Planning Focus Groups876 cited
  • 2012Fun and Games and Boredom60 cited
  • 2007In Pursuit of Change: Youth Response to Intensive Goal Setting Embedded in a Serious Video Game54 cited
  • 2012A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods46 cited
  • 2010Internet Issues: Blogging, the Digital Divide and Digital Libraries15 cited

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