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Fostering Engagement in Health Behavior Change: Iterative Development of an Interactive Narrative Environment to Enhance Adolescent Preventive Health Services
13 references·0 citing·44 second hop
Fostering Engagement in Health Behavior Change: Iterative Development of an Interactive Narrative Environment to Enhance Adolescent Preventive Health Services (2020)Fostering Engagement in Health Behavior C…Teens, Social Media & Technology 2018 (2018)Teens, Social Media & Technol…A systematic review of game technologies for pediatric patients (2018)A systematic review of game t…Games for Health for Children—Current Status and Needed Research (2015)Games for Health for Children…Defining and Measuring Engagement and Learning in Science: Conceptual, Theoretical, Methodological, and Analytical Issues (2015)Defining and Measuring Engage…Using social media to engage adolescents and young adults with their health (2014)Using social media to engage …Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014)Measuring engagement in video…A systematic review of computerised serious educational games about alcohol and other drugs for adolescents (2013)A systematic review of comput…Story Immersion of Videogames for Youth Health Promotion: A Review of Literature (2012)Story Immersion of Videogames…Entertainment-Education and Social Change: History, Research and Practice (2005)Entertainment-Education and S…Social Cognitive Theory for Personal and Social Change by Enabling Media (2003)Social Cognitive Theory for P…Qualitative Research: Introducing focus groups (1995)Qualitative Research: Introdu…Mechanisms governing empowerment effects: A self-efficacy analysis. 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(2000)School Engagement: Potential of the Concept, State of the Evidence (2004)The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016)Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019)‘Go with the flow’ for gamification and sustainability marketing (2021)Qualitative Research: Consensus methods for medical and health services research (1995)Qualitative Research: Rigour and qualitative research (1995)Focus-group interview and data analysis (2004)The use of focus group discussion methodology: Insights from two decades of application in conservation (2018)Motivational and self-regulated learning components of classroom academic performance. (1990)Expectancy–Value Theory of Achievement Motivation (2000)Investigating the multidimensionality of engagement: Affective, behavioral, and cognitive engagement across science activities and contexts (2018)Learner Engagement in Blended Learning Environments: A Conceptual Framework (2019)Student Engagement: Current State of the Construct, Conceptual Refinement, and Future Research Directions (2021)The theory of planned behavior (1991)Self-Efficacy: The Exercise of Control (1999)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)Feelings that Make a Difference: How Guilt and Pride Convince Consumers of the Effectiveness of Sustainable Consumption Choices (2014)The Primacy of Self‐Regulation in Health Promotion (2005)Sources of Self-Efficacy in School: Critical Review of the Literature and Future Directions (2008)Addressing the treatment gap: A key challenge for extending evidence-based psychosocial interventions (2017)The “online brain”: how the Internet may be changing our cognition (2019)Auditing radicalization pathways on YouTube (2020)Gender differences in associations between digital media use and psychological well‐being: Evidence from three large datasets (2020)
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References

  • 1982Self-efficacy mechanism in human agency.15,974 cited
  • 1995Qualitative Research: Introducing focus groups6,933 cited
  • 2018Teens, Social Media & Technology 2018900 cited
  • 1990Mechanisms governing empowerment effects: A self-efficacy analysis.721 cited
  • 2005Entertainment-Education and Social Change: History, Research and Practice597 cited
  • 2015Defining and Measuring Engagement and Learning in Science: Conceptual, Theoretical, Methodological, and Analytical Issues418 cited
  • 2003Social Cognitive Theory for Personal and Social Change by Enabling Media340 cited
  • 2014Measuring engagement in video game-based environments: Investigation of the User Engagement Scale308 cited
  • 2015Games for Health for Children—Current Status and Needed Research243 cited
  • 2012Story Immersion of Videogames for Youth Health Promotion: A Review of Literature161 cited
  • 2014Using social media to engage adolescents and young adults with their health142 cited
  • 2013A systematic review of computerised serious educational games about alcohol and other drugs for adolescents92 cited
  • 2018A systematic review of game technologies for pediatric patients56 cited

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