Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health.Debra A. Lieberman1997-01-01article138 citationsclosedNo readable copy stored yet — this record is metadata only.Educational Games and GamificationMobile Health and mHealth ApplicationsMedia Influence and HealthAbstractNo abstract was published for this record.Citations in this libraryStored only when both papers are in the corpus — 138 citations exist upstream.Cited by2006A Theoretical Model of the Effects and Consequences of Playing Video Games.2011The Multiple Dimensions of Video Game Effects2007Serious video game effectiveness2008The Mediational Role of Identification in the Relationship between Experience Mode and Self-Efficacy: Enactive Role-Playing versus Passive Observation2006Review of Interactive Safer Sex Web Sites: Practice and Potential