Literature DB >> 23616865

Healthy Gaming - Video Game Design to promote Health.

E Brox1, L Fernandez-Luque, T Tøllefsen.   

Abstract

BACKGROUND: There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game.
OBJECTIVE: The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects.
METHODS: Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles.
RESULTS: The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose.
CONCLUSION: There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

Entities:  

Keywords:  Consumer health; Education; Educational game design; Game design; Human-computer interaction; Implementation and deployment; Instructional design; Instructional technology; Interfaces and usability; Pedagogy of gaming

Year:  2011        PMID: 23616865      PMCID: PMC3631924          DOI: 10.4338/ACI-2010-10-R-0060

Source DB:  PubMed          Journal:  Appl Clin Inform        ISSN: 1869-0327            Impact factor:   2.342


  13 in total

Review 1.  The transtheoretical model of health behavior change.

Authors:  J O Prochaska; W F Velicer
Journal:  Am J Health Promot       Date:  1997 Sep-Oct

Review 2.  Use of "serious health games" in health care: a review.

Authors:  Samantha A Adams
Journal:  Stud Health Technol Inform       Date:  2010

Review 3.  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

4.  The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games.

Authors:  Christopher John Ferguson
Journal:  Psychiatr Q       Date:  2007-12

Review 5.  Computer-tailored health interventions delivered over the Web: review and analysis of key components.

Authors:  Mia Liza A Lustria; Juliann Cortese; Seth M Noar; Robert L Glueckauf
Journal:  Patient Educ Couns       Date:  2008-10-22

Review 6.  A review of health literacy and diabetes: opportunities for technology.

Authors:  Suzanne Austin Boren
Journal:  J Diabetes Sci Technol       Date:  2009-01

7.  Active Video/Arcade Games (Exergaming) and Energy Expenditure in College Students.

Authors:  Shannon R Siegel; Bryan L Haddock; Andrea M Dubois; Linda D Wilkin
Journal:  Int J Exerc Sci       Date:  2009

8.  Health-risk correlates of video-game playing among adults.

Authors:  James B Weaver; Darren Mays; Stephanie Sargent Weaver; Wendi Kannenberg; Gary L Hopkins; Doğan Eroğlu; Jay M Bernhardt
Journal:  Am J Prev Med       Date:  2009-10       Impact factor: 5.043

9.  The spread of obesity in a large social network over 32 years.

Authors:  Nicholas A Christakis; James H Fowler
Journal:  N Engl J Med       Date:  2007-07-25       Impact factor: 91.245

10.  Edutainment tools for initial education of type-1 diabetes mellitus: initial diabetes education with fun.

Authors:  Noriaki Aoki; Sachiko Ohta; Hiroyuki Masuda; Tokihiro Naito; Takahiro Sawai; Kayo Nishida; Taisuke Okada; Mariko Oishi; Yuko Iwasawa; Keiko Toyomasu; Kenji Hira; Tsuguya Fukui
Journal:  Stud Health Technol Inform       Date:  2004
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  22 in total

1.  Role of Digital Games in Self-Management of Cardiovascular Diseases: A Scoping Review.

Authors:  Kavita Radhakrishnan; Thomas Baranowski; Christine Julien; Edison Thomaz; Miyong Kim
Journal:  Games Health J       Date:  2018-09-08

Review 2.  A systematic review of recent smartphone, Internet and Web 2.0 interventions to address the HIV continuum of care.

Authors:  Kathryn E Muessig; Manali Nekkanti; Jose Bauermeister; Sheana Bull; Lisa B Hightow-Weidman
Journal:  Curr HIV/AIDS Rep       Date:  2015-03       Impact factor: 5.071

3.  Face Validity and Content Validity of a Game for Distal Radius Fracture Rehabilitation.

Authors:  Henriëtte A W Meijer; Maurits Graafland; Miryam C Obdeijn; J Carel Goslings; Marlies P Schijven
Journal:  J Wrist Surg       Date:  2019-05-28

4.  Achieving HIV risk reduction through HealthMpowerment.org, a user-driven eHealth intervention for young Black men who have sex with men and transgender women who have sex with men.

Authors:  Kathryn E Muessig; Nina B Baltierra; Emily C Pike; Sara LeGrand; Lisa B Hightow-Weidman
Journal:  Digit Cult Educ       Date:  2014

5.  Gains Across WHO Dimensions of Function After Robot-Based Therapy in Stroke Subjects.

Authors:  Jennifer Wu; Lucy Dodakian; Jill See; Erin Burke Quinlan; Lisa Meng; Jeby Abraham; Ellen C Wong; Vu Le; Alison McKenzie; Steven C Cramer
Journal:  Neurorehabil Neural Repair       Date:  2020-10-21       Impact factor: 3.919

6.  A meta-analysis of serious digital games for healthy lifestyle promotion.

Authors:  Ann DeSmet; Dimitri Van Ryckeghem; Sofie Compernolle; Tom Baranowski; Debbe Thompson; Geert Crombez; Karolien Poels; Wendy Van Lippevelde; Sara Bastiaensens; Katrien Van Cleemput; Heidi Vandebosch; Ilse De Bourdeaudhuij
Journal:  Prev Med       Date:  2014-08-27       Impact factor: 4.018

7.  Personalizing Sensor-Controlled Digital Gaming to Self-Management Needs of Older Adults with Heart Failure: A Qualitative Study.

Authors:  Kavita Radhakrishnan; Thomas Baranowski; Matthew O'Hair; Catherine A Fournier; Cathy B Spranger; Miyong T Kim
Journal:  Games Health J       Date:  2020-03-06

8.  A Home-Based Telerehabilitation Program for Patients With Stroke.

Authors:  Lucy Dodakian; Alison L McKenzie; Vu Le; Jill See; Kristin Pearson-Fuhrhop; Erin Burke Quinlan; Robert J Zhou; Renee Augsberger; Xuan A Tran; Nizan Friedman; David J Reinkensmeyer; Steven C Cramer
Journal:  Neurorehabil Neural Repair       Date:  2017-10-26       Impact factor: 3.919

9.  Usability Testing of a Sensor-Controlled Digital Game to Engage Older Adults with Heart Failure in Physical Activity and Weight Monitoring.

Authors:  Kavita Radhakrishnan; Christine Julien; Matthew O'Hair; Thomas Baranowski; Grace Lee; Catherine Allen; Atami Sagna; Edison Thomaz; Miyong Kim
Journal:  Appl Clin Inform       Date:  2020-12-30       Impact factor: 2.342

10.  Preventing Adolescents' Diabesity: Design, Development, and First Evaluation of "Gustavo in Gnam's Planet".

Authors:  Daniela Marchetti; Federica Fraticelli; Francesco Polcini; Roberto Lato; Basilio Pintaudi; Antonio Nicolucci; Mario Fulcheri; Angelika Mohn; Francesco Chiarelli; Giacoma Di Vieste; Ester Vitacolonna
Journal:  Games Health J       Date:  2015-03-13
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