Literature DB >> 20513343

Conceptual model for the design of a serious video game promoting self-management among youth with type 1 diabetes.

Debbe Thompson1, Tom Baranowski, Richard Buday.   

Abstract

Video games are a popular form of entertainment. Serious video games for health attempt to use entertainment to promote health behavior change. When designed within a framework informed by behavioral science and supported by commercial game-design principles, serious video games for health have the potential to be an effective method for promoting self-management behaviors among youth with diabetes. This article presents a conceptual model of how this may be achieved. It concludes by identifying research needed to refine our knowledge regarding how to develop effective serious video games for health. (c) 2010 Diabetes Technology Society.

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Year:  2010        PMID: 20513343      PMCID: PMC2901054          DOI: 10.1177/193229681000400331

Source DB:  PubMed          Journal:  J Diabetes Sci Technol        ISSN: 1932-2968


  16 in total

1.  The role of transportation in the persuasiveness of public narratives.

Authors:  M C Green; T C Brock
Journal:  J Pers Soc Psychol       Date:  2000-11

2.  Incidence of childhood type 1 diabetes worldwide. Diabetes Mondiale (DiaMond) Project Group.

Authors:  M Karvonen; M Viik-Kajander; E Moltchanova; I Libman; R LaPorte; J Tuomilehto
Journal:  Diabetes Care       Date:  2000-10       Impact factor: 19.112

3.  Worldwide increase in incidence of Type I diabetes--the analysis of the data on published incidence trends.

Authors:  P Onkamo; S Väänänen; M Karvonen; J Tuomilehto
Journal:  Diabetologia       Date:  1999-12       Impact factor: 10.122

Review 4.  Care of children and adolescents with type 1 diabetes: a statement of the American Diabetes Association.

Authors:  Janet Silverstein; Georgeanna Klingensmith; Kenneth Copeland; Leslie Plotnick; Francine Kaufman; Lori Laffel; Larry Deeb; Margaret Grey; Barbara Anderson; Lea Ann Holzmeister; Nathaniel Clark
Journal:  Diabetes Care       Date:  2005-01       Impact factor: 19.112

Review 5.  Playing for real: video games and stories for health-related behavior change.

Authors:  Tom Baranowski; Richard Buday; Debbe I Thompson; Janice Baranowski
Journal:  Am J Prev Med       Date:  2008-01       Impact factor: 5.043

Review 6.  Type 2 diabetes among North American children and adolescents: an epidemiologic review and a public health perspective.

Authors:  A Fagot-Campagna; D J Pettitt; M M Engelgau; N R Burrows; L S Geiss; R Valdez; G L Beckles; J Saaddine; E W Gregg; D F Williamson; K M Narayan
Journal:  J Pediatr       Date:  2000-05       Impact factor: 4.406

7.  An office-based intervention to maintain parent-adolescent teamwork in diabetes management. Impact on parent involvement, family conflict, and subsequent glycemic control.

Authors:  B J Anderson; J Brackett; J Ho; L M Laffel
Journal:  Diabetes Care       Date:  1999-05       Impact factor: 19.112

8.  Management of chronic pediatric diseases with interactive health games: theory and research findings.

Authors:  D A Lieberman
Journal:  J Ambul Care Manage       Date:  2001-01

9.  Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game.

Authors:  Debbe Thompson; Tom Baranowski; Richard Buday; Janice Baranowski; Victoria Thompson; Russell Jago; Melissa Juliano Griffith
Journal:  Simul Gaming       Date:  2010-08-01

10.  A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial.

Authors:  Pamela M Kato; Steve W Cole; Andrew S Bradlyn; Brad H Pollock
Journal:  Pediatrics       Date:  2008-08       Impact factor: 7.124

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  22 in total

1.  Behavioral science in video games for children's diet and physical activity change: key research needs.

Authors:  Tom Baranowski; Janice Baranowski; Debbe Thompson; Richard Buday
Journal:  J Diabetes Sci Technol       Date:  2011-03-01

Review 2.  Designing serious video games for health behavior change: current status and future directions.

Authors:  Debbe Thompson
Journal:  J Diabetes Sci Technol       Date:  2012-07-01

Review 3.  Fun and Games and Boredom.

Authors:  Richard Buday; Tom Baranowski; Debbe Thompson
Journal:  Games Health J       Date:  2012-08

4.  Developing a Serious Videogame for Preteens to Motivate HPV Vaccination Decision Making: Land of Secret Gardens.

Authors:  Joan R Cates; Bernard F Fuemmeler; Sandra J Diehl; Laurie L Stockton; Jeannette Porter; Chioma Ihekweazu; Arshya S Gurbani; Tamera Coyne-Beasley
Journal:  Games Health J       Date:  2017-11-21

Review 5.  Use of Gaming in Self-Management of Diabetes in Teens.

Authors:  Ellen Swartwout; Ashley El-Zein; Patricia Deyo; Rachel Sweenie; Randi Streisand
Journal:  Curr Diab Rep       Date:  2016-07       Impact factor: 4.810

6.  Video game play, child diet, and physical activity behavior change a randomized clinical trial.

Authors:  Tom Baranowski; Janice Baranowski; Debbe Thompson; Richard Buday; Russ Jago; Melissa Juliano Griffith; Noemi Islam; Nga Nguyen; Kathleen B Watson
Journal:  Am J Prev Med       Date:  2011-01       Impact factor: 5.043

Review 7.  Designing Serious Game Interventions for Individuals with Autism.

Authors:  Elisabeth M Whyte; Joshua M Smyth; K Suzanne Scherf
Journal:  J Autism Dev Disord       Date:  2015-12

Review 8.  Games and Diabetes: A Review Investigating Theoretical Frameworks, Evaluation Methodologies, and Opportunities for Design Grounded in Learning Theories.

Authors:  Shaimaa Lazem; Mary Webster; Wayne Holmes; Motje Wolf
Journal:  J Diabetes Sci Technol       Date:  2015-09-02

Review 9.  Video games for diabetes self-management: examples and design strategies.

Authors:  Debra A Lieberman
Journal:  J Diabetes Sci Technol       Date:  2012-07-01

10.  An educational video game for nutrition of young people: Theory and design.

Authors:  Tracey Ledoux; Melissa Griffith; Debbe Thompson; Nga Nguyen; Kathy Watson; Janice Baranowski; Richard Buday; Dina Abdelsamad; Tom Baranowski
Journal:  Simul Gaming       Date:  2016-02-17
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