Literature DB >> 24761316

Fun and Games and Boredom.

Richard Buday1, Tom Baranowski2, Debbe Thompson2.   

Abstract

Serious videogames use entertainment to teach, train, or change behavior. What began in the 1970s as tentative attempts to create learning software is now a recognized videogame genre and an emerging health science. Although more research is needed, a growing body of literature suggests serious videogames can be effective. Support for serious videogames, however, is not universal. An informal Web search reveals numerous skeptics. Critics question serious videogames' entertainment value and, thus, their viability. "How can serious videogames attract and maintain players," the argument goes, "if they aren't as much fun as commercial titles, or even any fun at all?" This article examines the argument that, to be effective, serious videogames should be overtly fun and comparable to commercial off-the-shelf videogames. It explores differences between game developer- and researcher-led projects and discusses ways serious videogames can avoid boring and alienating players. It concludes that direct comparisons between serious and commercial game entertainment values may be misdirected.

Year:  2012        PMID: 24761316      PMCID: PMC3833369          DOI: 10.1089/g4h.2012.0026

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  9 in total

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

Authors:  Debbe Thompson; Tom Baranowski; Richard Buday
Journal:  J Diabetes Sci Technol       Date:  2010-05-01

Review 2.  Moderators of environmental intervention effects on diet and activity in youth.

Authors:  Stef P J Kremers; Gert-Jan de Bruijn; Mariël Droomers; Frank van Lenthe; Johannes Brug
Journal:  Am J Prev Med       Date:  2006-12-29       Impact factor: 5.043

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.  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

5.  Computational design of proteins targeting the conserved stem region of influenza hemagglutinin.

Authors:  Sarel J Fleishman; Timothy A Whitehead; Damian C Ekiert; Cyrille Dreyfus; Jacob E Corn; Eva-Maria Strauch; Ian A Wilson; David Baker
Journal:  Science       Date:  2011-05-13       Impact factor: 47.728

Review 6.  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

7.  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

8.  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

9.  Squire's Quest! Dietary outcome evaluation of a multimedia game.

Authors:  Tom Baranowski; Janice Baranowski; Karen W Cullen; Tara Marsh; Noemi Islam; Issa Zakeri; Lauren Honess-Morreale; Carl deMoor
Journal:  Am J Prev Med       Date:  2003-01       Impact factor: 5.043

  9 in total
  12 in total

1.  Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames.

Authors:  Ann E Maloney; Robin Mellecker; Richard Buday; Zan Gao; Trina Hinkley; Laura Esparza; Shirley Alexander
Journal:  Games Health J       Date:  2014-12-30

Review 2.  A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention.

Authors:  Amy Shirong Lu; Hadi Kharrazi; Fardad Gharghabi; Debbe Thompson
Journal:  Games Health J       Date:  2013-06

3.  Developing Games for Health Behavior Change: Getting Started.

Authors:  Tom Baranowski; Richard Buday; Debbe Thompson; Elizabeth J Lyons; Amy Shirong Lu; Janice Baranowski
Journal:  Games Health J       Date:  2013-08

4.  Mental Health on the Go: Effects of a Gamified Attention Bias Modification Mobile Application in Trait Anxious Adults.

Authors:  Tracy A Dennis; Laura O'Toole
Journal:  Clin Psychol Sci       Date:  2014-09-01

5.  Incorporating Behavioral Techniques into a Serious Videogame for Children.

Authors:  Debbe Thompson
Journal:  Games Health J       Date:  2017-02-23

6.  For whom the bell tolls: Neurocognitive individual differences in the acute stress-reduction effects of an attention bias modification game for anxiety.

Authors:  Tracy A Dennis-Tiwary; Laura J Egan; Sarah Babkirk; Samantha Denefrio
Journal:  Behav Res Ther       Date:  2015-12-18

7.  Games for Health for Children-Current Status and Needed Research.

Authors:  Tom Baranowski; Fran Blumberg; Richard Buday; Ann DeSmet; Lynn E Fiellin; C Shawn Green; Pamela M Kato; Amy Shirong Lu; Ann E Maloney; Robin Mellecker; Brooke A Morrill; Wei Peng; Ross Shegog; Monique Simons; Amanda E Staiano; Debbe Thompson; Kimberly Young
Journal:  Games Health J       Date:  2015-08-11

Review 8.  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

9.  Mobile Exergaming for Health-Effects of a serious game application for smartphones on physical activity and exercise adherence in type 2 diabetes mellitus-study protocol for a randomized controlled trial.

Authors:  Christoph Höchsmann; Steffen P Walz; Juliane Schäfer; Jussi Holopainen; Henner Hanssen; Arno Schmidt-Trucksäss
Journal:  Trials       Date:  2017-03-06       Impact factor: 2.279

10.  Assessing the Impact of an Interactive Mobile Game on Tobacco-Related Attitudes and Beliefs: The Truth Campaign's "Flavor Monsters".

Authors:  Jessica M Rath; Valerie Williams; Rebecca Rubenstein; Lexi Smith; Donna Vallone
Journal:  Games Health J       Date:  2015-07-31
View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.