Literature DB >> 26699455

Enjoyment: A Conceptual Exploration and Overview of Experimental Evidence in the Context of Games for Health.

Rik Crutzen1, Jonathan van 't Riet2, Camille E Short3.   

Abstract

Enjoyment is consistently noted as important for engaging audiences in games for health. However, as a term, enjoyment is often used interchangeably with a host of other terms, some of which overlap conceptually. This obscures what does and what does not constitute enjoyment, and in turn slows scientific progress by making the study of enjoyment and the synthesis of enjoyment-related research difficult. This article is aimed at improving our understanding of enjoyment by distinguishing enjoyment from other important constructs, such as fun and engagement, and by providing an overview of the experimental evidence on the determinants of enjoyment in videogames. Competence, narrative transportation, and relevance are identified as key factors related to enjoyment, and future studies examining these factors using games for health are recommended.

Mesh:

Year:  2015        PMID: 26699455     DOI: 10.1089/g4h.2015.0059

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


  10 in total

1.  Mediators of physical activity between standard exercise and exercise video games.

Authors:  Beth C Bock; Shira I Dunsiger; Joseph T Ciccolo; Eva R Serber; Wen-Chih Wu; Marie Sillice; Bess H Marcus
Journal:  Health Psychol       Date:  2019-09-12       Impact factor: 4.267

Review 2.  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

3.  Education on tick bite and Lyme borreliosis prevention, aimed at schoolchildren in the Netherlands: comparing the effects of an online educational video game versus a leaflet or no intervention.

Authors:  D J M A Beaujean; F Gassner; A Wong; J E Steenbergen; R Crutzen; D Ruwaard
Journal:  BMC Public Health       Date:  2016-11-16       Impact factor: 3.295

4.  Improvements in health-related quality of life and function in middle-aged women with chronic diseases of lifestyle after participating in a non-pharmacological intervention programme: A pragmatic randomised controlled trial.

Authors:  Roline Y Barnes; Jennifer Jelsma; Romy Parker
Journal:  Afr J Disabil       Date:  2019-02-25

5.  Relationship Between Children's Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study.

Authors:  Ismael Edrein Espinosa-Curiel; Edgar Efrén Pozas-Bogarin; Juan Martínez-Miranda; Humberto Pérez-Espinosa
Journal:  JMIR Serious Games       Date:  2020-09-17       Impact factor: 4.143

6.  Satisfied or Frustrated? A Qualitative Analysis of Need Satisfying and Need Frustrating Experiences of Engaging With Digital Health Technology in Chronic Care.

Authors:  Carolina Wannheden; Terese Stenfors; Andreas Stenling; Ulrica von Thiele Schwarz
Journal:  Front Public Health       Date:  2021-01-26

7.  Motivational strategies and approaches for single and multi-player exergames: a social perspective.

Authors:  Gerry Chan; Ali Arya; Rita Orji; Zhao Zhao
Journal:  PeerJ Comput Sci       Date:  2019-11-04

8.  The role of motivation factors in exergame interventions for fall prevention in older adults: A systematic review and meta-analysis.

Authors:  Margot Buyle; Yujin Jung; Marousa Pavlou; Sergi Costafreda Gonzalez; Doris-Eva Bamiou
Journal:  Front Neurol       Date:  2022-08-05       Impact factor: 4.086

9.  A Smartphone Game to Prevent HIV among Young Kenyans: Household Dynamics of Gameplay in a Feasibility Study.

Authors:  Kate Winskell; Gaëlle Sabben; Ken Ondeng'e; Isdorah Odero; Victor Akelo; Victor Mudhune
Journal:  Health Educ J       Date:  2019-02-28

10.  Psychometric Evaluation of the TWente Engagement with Ehealth Technologies Scale (TWEETS): Evaluation Study.

Authors:  Saskia Marion Kelders; Hanneke Kip; Japie Greeff
Journal:  J Med Internet Res       Date:  2020-10-09       Impact factor: 5.428

  10 in total

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