Literature DB >> 26196925

Stories in Games for Health: More Pros or Cons?

Moderator Tom Baranowski1, Amy Shirong Lu2, Richard Buday3, Elizabeth J Lyons4, Jesse Schell5,6, Carmen Russoniello7.   

Abstract

There has been a debate about whether entertainment videogames should incorporate story or narrative. A concern has been whether story cut scenes break game immersion, and thereby minimize the fun of gameplay. Alternatively, games for health (G4H) have an agenda that goes beyond just having fun. The possible role of story in G4H has not been thoroughly addressed. We have assembled a group of experts who have worked with stories in G4H, and asked some pointed questions.

Year:  2013        PMID: 26196925      PMCID: PMC4971408          DOI: 10.1089/g4h.2013.0052

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


  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.  The ideal self at play: the appeal of video games that let you be all you can be.

Authors:  Andrew K Przybylski; Netta Weinstein; Kou Murayama; Martin F Lynch; Richard M Ryan
Journal:  Psychol Sci       Date:  2011-12-14

3.  The mediational role of identification in the relationship between experience mode and self-efficacy: Enactive role-playing versus passive observation.

Authors:  Wei Peng
Journal:  Cyberpsychol Behav       Date:  2008-12

4.  Changing beliefs and behavior through experience-taking.

Authors:  Geoff F Kaufman; Lisa K Libby
Journal:  J Pers Soc Psychol       Date:  2012-03-26

5.  Heart rate variability and biological age: implications for health and gaming.

Authors:  Carmen V Russoniello; Yevgeniy N Zhirnov; Vadim I Pougatchev; Evgueni N Gribkov
Journal:  Cyberpsychol Behav Soc Netw       Date:  2013-04

6.  Imagining the possibilities: the effects of a possible selves intervention on self-regulatory efficacy and exercise behavior.

Authors:  Elisa C Murru; Kathleen A Martin Ginis
Journal:  J Sport Exerc Psychol       Date:  2010-08       Impact factor: 3.016

7.  Can one TV show make a difference? Will & Grace and the Parasocial Contact Hypothesis.

Authors:  Edward Schiappa; Peter B Gregg; Dean E Hewes
Journal:  J Homosex       Date:  2006

8.  Understanding narrative effects: the impact of breast cancer survivor stories on message processing, attitudes, and beliefs among African American women.

Authors:  Amy McQueen; Matthew W Kreuter; Bindu Kalesan; Kassandra I Alcaraz
Journal:  Health Psychol       Date:  2011-09-05       Impact factor: 4.267

9.  EEG, HRV and Psychological Correlates while Playing Bejeweled II: A Randomized Controlled Study.

Authors:  Carmen V Russoniello; Kevin O'Brien; Jennifer M Parks
Journal:  Stud Health Technol Inform       Date:  2009

Review 10.  Exercise, physical activity, and self-determination theory: a systematic review.

Authors:  Pedro J Teixeira; Eliana V Carraça; David Markland; Marlene N Silva; Richard M Ryan
Journal:  Int J Behav Nutr Phys Act       Date:  2012-06-22       Impact factor: 6.457

View more
  8 in total

1.  The impact of narratives and active video games on long-term moderate-to-vigorous physical activity: A randomized controlled trial protocol.

Authors:  Dar Alon; Caio Victor Sousa; Tom Baranowski; Tiago V Barreira; Romina Cabrera-Perez; Kelly Chiu; Austin Fernandez; Amy Fleischman; Shirley Huang; Jungyun Hwang; Melanie C Green; I-Min Lee; Kelly Lee; Sarah Lessard; Lynne L Levitsky; Aika Misawa; Farzad Noubary; Ronald Samuels; Kyung Jin Sun; Debbe Thompson; Amy S Lu
Journal:  Contemp Clin Trials       Date:  2020-07-17       Impact factor: 2.226

2.  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

3.  Fostering Engagement in Health Behavior Change: Iterative Development of an Interactive Narrative Environment to Enhance Adolescent Preventive Health Services.

Authors:  Elizabeth M Ozer; Jonathan Rowe; Kathleen P Tebb; Mark Berna; Carlos Penilla; Alison Giovanelli; Carolyn Jasik; James C Lester
Journal:  J Adolesc Health       Date:  2020-08       Impact factor: 7.830

4.  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

Review 5.  Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review.

Authors:  Ilaria Montagni; Inass Mabchour; Christophe Tzourio
Journal:  JMIR Serious Games       Date:  2020-05-18       Impact factor: 4.143

6.  Feasibility of a Sensor-Controlled Digital Game for Heart Failure Self-management: Randomized Controlled Trial.

Authors:  Kavita Radhakrishnan; Christine Julien; Tom Baranowski; Matthew O'Hair; Grace Lee; Atami Sagna De Main; Catherine Allen; Bindu Viswanathan; Edison Thomaz; Miyong Kim
Journal:  JMIR Serious Games       Date:  2021-11-08       Impact factor: 4.143

7.  Using Narrative Game Design to Increase Children's Physical Activity: Exploratory Thematic Analysis.

Authors:  Amy Shirong Lu; Melanie C Green; Debbe Thompson
Journal:  JMIR Serious Games       Date:  2019-11-21       Impact factor: 4.143

8.  What Type of Body Shape Moves Children? An Experimental Exploration of the Impact of Narrative Cartoon Character Body Shape on Children's Narrative Engagement, Wishful Identification, and Exercise Motivation.

Authors:  Dar Alon; Caio Victor Sousa; Amy Shirong Lu
Journal:  Front Psychol       Date:  2021-07-12
  8 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.