Literature DB >> 24653781

Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions.

Lindsay R Duncan1, Kimberly D Hieftje2, Sabrina Culyba3, Lynn E Fiellin2.   

Abstract

As mobile technologies and videogaming platforms are becoming increasingly prevalent in the realm of health and healthcare, so are the opportunities to use these resources to conduct behavioral interventions. The creation and empirical testing of game style interventions, however, is challenged by the requisite collaboration of multidisciplinary teams, including researchers and game developers who have different cultures, terminologies, and standards of evidence. Thus, traditional intervention development tools such as logic models and intervention manuals may need to be augmented by creating what we have termed "Game Playbooks" which are intervention guidebooks that are created by, understood by, and acceptable to all members of the multidisciplinary game development team. The purpose of this paper is to describe the importance and content of a Game Playbook created to aide in the development of a videogame intervention designed specifically for health behavior change in young teens as well as the process for creating such a tool. We draw on the experience of our research and game design team to describe the critical components of the Game Playbook and the necessity of creating such a tool.

Keywords:  Behavior change; Intervention; Intervention manual; Videogame

Year:  2014        PMID: 24653781      PMCID: PMC3958589          DOI: 10.1007/s13142-013-0246-8

Source DB:  PubMed          Journal:  Transl Behav Med        ISSN: 1613-9860            Impact factor:   3.046


  18 in total

1.  Promoting intervention fidelity. Conceptual issues, methods, and preliminary results from the EARLY ALLIANCE prevention trial.

Authors:  J E Dumas; A M Lynch; J E Laughlin; E Phillips Smith; R J Prinz
Journal:  Am J Prev Med       Date:  2001-01       Impact factor: 5.043

Review 2.  A systematic review of interactive computer-assisted technology in diabetes care. Interactive information technology in diabetes care.

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Journal:  J Gen Intern Med       Date:  2005-12-22       Impact factor: 5.128

3.  Multisystemic therapy with violent and chronic juvenile offenders and their families: the role of treatment fidelity in successful dissemination.

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Journal:  J Consult Clin Psychol       Date:  1997-10

Review 4.  Manual-guided psychosocial treatment. A new virtual requirement for pharmacotherapy trials?

Authors:  K M Carroll
Journal:  Arch Gen Psychiatry       Date:  1997-10

5.  Curiosity, Hope, and Vision: The Role of the Robert Wood Johnson Foundation's Pioneer Portfolio in Funding Early Health Game Research.

Authors:  Paul Tarini
Journal:  Games Health J       Date:  2012-02

6.  Educational video game for juvenile diabetes: results of a controlled trial.

Authors:  S J Brown; D A Lieberman; B A Germeny; Y C Fan; D M Wilson; D J Pasta
Journal:  Med Inform (Lond)       Date:  1997 Jan-Mar

Review 7.  Role of video games in improving health-related outcomes: a systematic review.

Authors:  Brian A Primack; Mary V Carroll; Megan McNamara; Mary Lou Klem; Brandy King; Michael Rich; Chun W Chan; Smita Nayak
Journal:  Am J Prev Med       Date:  2012-06       Impact factor: 5.043

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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  10 in total

1.  Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents.

Authors:  Lindsay R Duncan; Kimberly D Hieftje; Tyra M Pendergrass; Benjamin G Sawyer; Lynn E Fiellin
Journal:  Subst Abus       Date:  2018-03-13       Impact factor: 3.716

2.  The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents: PlayForward: Elm City Stories.

Authors:  Lynn E Fiellin; Tassos C Kyriakides; Kimberly D Hieftje; Tyra M Pendergrass; Lindsay R Duncan; James D Dziura; Benjamin G Sawyer; David A Fiellin
Journal:  Clin Trials       Date:  2016-03-24       Impact factor: 2.486

3.  If We Build It, Will They Come? A Qualitative Study of Key Stakeholder Opinions on the Implementation of a Videogame Intervention for Risk Reduction in Adolescents.

Authors:  Tyra M Pendergrass; Kimberly Hieftje; Cindy A Crusto; Erika Montanaro; Lynn E Fiellin
Journal:  Games Health J       Date:  2016-06-23

Review 4.  Nutrition Education and Dietary Behavior Change Games: A Scoping Review.

Authors:  Tom Baranowski; Courtney Ryan; Andrés Hoyos-Cespedes; Amy Shirong Lu
Journal:  Games Health J       Date:  2018-10-19

5.  Videogame intervention to encourage HIV testing and counseling among adolescents.

Authors:  Tyra Pendergrass; Kimberly Hieftje; Lindsay Duncan; Lynn Fiellin
Journal:  Mhealth       Date:  2020-07-05

6.  Using Videogame Apps to Assess Gains in Adolescents' Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery.

Authors:  Erika Montanaro; Lynn E Fiellin; Tamer Fakhouri; Tassos C Kyriakides; Lindsay R Duncan
Journal:  J Med Internet Res       Date:  2015-10-28       Impact factor: 5.428

7.  Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial.

Authors:  Lynn E Fiellin; Kimberly D Hieftje; Tyra M Pendergrass; Tassos C Kyriakides; Lindsay R Duncan; James D Dziura; Benjamin G Sawyer; Linda Mayes; Cindy A Crusto; Brian Wc Forsyth; David A Fiellin
Journal:  J Med Internet Res       Date:  2017-09-18       Impact factor: 5.428

8.  Developing a Theory-Driven Serious Game to Promote Prescription Opioid Safety Among Adolescents: Mixed Methods Study.

Authors:  Olufunmilola Abraham; Tanvee Thakur; Randall Brown
Journal:  JMIR Serious Games       Date:  2020-07-03       Impact factor: 4.143

9.  Interactive Narrative in a Mobile Health Behavioral Intervention (Tumaini): Theoretical Grounding and Structure of a Smartphone Game to Prevent HIV Among Young Africans.

Authors:  Kate Winskell; Gaëlle Sabben; Christopher Obong'o
Journal:  JMIR Serious Games       Date:  2019-05-08       Impact factor: 4.143

10.  Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide.

Authors:  Aarón Sújar; Marina Martín-Moratinos; María Rodrigo-Yanguas; Marcos Bella-Fernández; Carlos González-Tardón; David Delgado-Gómez; Hilario Blasco-Fontecilla
Journal:  JMIR Serious Games       Date:  2022-08-01       Impact factor: 3.364

  10 in total

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