Literature DB >> 26196436

Evaluating Efficacy and Validating Games for Health.

Pamela M Kato1.   

Abstract

The field of games for health is growing rapidly, but many games for health are not validated for their use as a tool to improve outcomes. The few research studies that do exist are often poorly designed, and their conclusions cannot be considered valid evidence to support or refute efficacy. Based on lessons learned from the field of digital game-based learning in education and recent efforts to systematically review games for health in meta-analyses, guidelines are suggested for conducting high-quality efficacy studies on games for health.

Year:  2012        PMID: 26196436     DOI: 10.1089/g4h.2012.1017

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


  12 in total

1.  Getting Research on Games for Health Funded.

Authors:  Tom Baranowski; Fran Blumberg; Zan Gao; Pamela M Kato; Gerjo Kok; Amy S Lu; Elizabeth J Lyons; Brooke A Morrill; Wei Peng; Pier J Prins; Leslie Snyder; Amanda E Staiano; Debbe Thompson
Journal:  Games Health J       Date:  2016-12-27

2.  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

3.  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

4.  InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: A Randomized Controlled Trial With Primary Care Physicians.

Authors:  Leandro Arthur Diehl; Rodrigo Martins Souza; Pedro Alejandro Gordan; Roberto Zonato Esteves; Izabel Cristina Meister Coelho
Journal:  J Med Internet Res       Date:  2017-03-09       Impact factor: 5.428

5.  A Smartphone Game-Based Intervention (Tumaini) to Prevent HIV Among Young Africans: Pilot Randomized Controlled Trial.

Authors:  Kate Winskell; Gaëlle Sabben; Victor Akelo; Ken Ondeng'e; Christopher Obong'o; Rob Stephenson; David Warhol; Victor Mudhune
Journal:  JMIR Mhealth Uhealth       Date:  2018-08-01       Impact factor: 4.773

6.  InsuOnline, a Serious Game to Teach Insulin Therapy to Primary Care Physicians: Design of the Game and a Randomized Controlled Trial for Educational Validation.

Authors:  Leandro Arthur Diehl; Rodrigo Martins Souza; Juliano Barbosa Alves; Pedro Alejandro Gordan; Roberto Zonato Esteves; Maria Lúcia Silva Germano Jorge; Izabel Cristina Meister Coelho
Journal:  JMIR Res Protoc       Date:  2013-01-21

7.  Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy.

Authors:  Jim Lumsden; Elizabeth A Edwards; Natalia S Lawrence; David Coyle; Marcus R Munafò
Journal:  JMIR Serious Games       Date:  2016-07-15       Impact factor: 4.143

8.  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

9.  Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients.

Authors:  Randy Klaassen; Kim C M Bul; Rieks Op den Akker; Gert Jan van der Burg; Pamela M Kato; Pierpaolo Di Bitonto
Journal:  Sensors (Basel)       Date:  2018-01-30       Impact factor: 3.576

10.  A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial.

Authors:  Kiki R Buijs-Spanjers; Harianne Hm Hegge; Carolien J Jansen; Evert Hoogendoorn; Sophia E de Rooij
Journal:  JMIR Serious Games       Date:  2018-10-26       Impact factor: 4.143

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.