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Videogames That Encourage Healthy Behavior Did Not Alter Fasting Insulin or Other Diabetes Risks in Children: Randomized Clinical Trial
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Videogames That Encourage Healthy Behavior Did Not Alter Fasting Insulin or Other Diabetes Risks in Children: Randomized Clinical Trial (2019)Videogames That Encourage Healthy Behavio…Nutrition Education and Dietary Behavior Change Games: A Scoping Review (2018)Nutrition Education and Dieta…The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence (2015)The Use of Videogames, Gamifi…Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis (2015)Serious games for improving k…Preventing Adolescents' Diabesity: Design, Development, and First Evaluation of “Gustavo in Gnam's Planet” (2015)Preventing Adolescents' Diabe…Games for Health for Children—Current Status and Needed Research (2015)Games for Health for Children…Disentangling Fun and Enjoyment in Exergames Using an Expanded Design, Play, Experience Framework: A Narrative Review (2013)Disentangling Fun and Enjoyme…Story Immersion of Videogames for Youth Health Promotion: A Review of Literature (2012)Story Immersion of Videogames…Story Immersion in a Health Videogame for Childhood Obesity Prevention (2012)Story Immersion in a Health V…Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions (2012)Designing Serious Video Games…Video Game Play, Child Diet, and Physical Activity Behavior Change (2010)Video Game Play, Child Diet, …Relevance of CONSORT reporting criteria for research on eHealth interventions (2010)Relevance of CONSORT reportin…Effective Intervention or Child's Play? A Review of Video Games for Diabetes Education (2010)Effective Intervention or Chi…Serious 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 RealExtending the CONSORT Statement to Randomized Trials of Nonpharmacologic Treatment: Explanation and Elaboration (2008)Extending the CONSORT Stateme…Squire’s Quest! (2003)Squire’s Quest!The role of transportation in the persuasiveness of public narratives. 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(2000)Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014)Fake news game confers psychological resistance against online misinformation (2019)Empirical Evidence of Bias (1995)Strengthening the Reporting of Observational Studies in Epidemiology (STROBE): Explanation and Elaboration (2007)The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) Statement: Guidelines for Reporting Observational Studies (2007)CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials (2010)CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials (2010)Better reporting of interventions: template for intervention description and replication (TIDieR) checklist and guide (2014)Understanding Information Systems Continuance: An Expectation-Confirmation Model1 (2001)Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" (2006)Effective uses of social media in public health and medicine: a systematic review of systematic reviews (2018)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population (2018)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences (2007)US Food Company Branded Advergames on the Internet: Children's exposure and effects on snack consumption (2011)Can games change children’s eating behaviour? A review of gamification and serious games (2019)
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References

  • 2008Extending the CONSORT Statement to Randomized Trials of Nonpharmacologic Treatment: Explanation and Elaboration2,290 cited
  • 2008Playing for Real1,043 cited
  • 2008Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game366 cited
  • 2003Squire’s Quest!313 cited
  • 2015Games for Health for Children—Current Status and Needed Research243 cited
  • 2010Video Game Play, Child Diet, and Physical Activity Behavior Change228 cited
  • 2015Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis203 cited
  • 2012Story Immersion of Videogames for Youth Health Promotion: A Review of Literature161 cited
  • 2015The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence132 cited
  • 2010Effective Intervention or Child's Play? A Review of Video Games for Diabetes Education112 cited
  • 2013Disentangling Fun and Enjoyment in Exergames Using an Expanded Design, Play, Experience Framework: A Narrative Review112 cited
  • 2012Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions102 cited
  • 2012Story Immersion in a Health Videogame for Childhood Obesity Prevention99 cited
  • 2010Relevance of CONSORT reporting criteria for research on eHealth interventions

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88 cited
  • 2018Nutrition Education and Dietary Behavior Change Games: A Scoping Review67 cited
  • 2015Preventing Adolescents' Diabesity: Design, Development, and First Evaluation of “Gustavo in Gnam's Planet”31 cited
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