Debbe Thompson1. 1. USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine , Houston, Texas.
Abstract
INTRODUCTION: Little is known about how to design serious videogames for children. The purpose of this article is to describe how behavior change techniques promoting self-regulation were incorporated into a serious videogame to help children consume more fruits and vegetables (FVs) and the extent to which these techniques were used by players. A secondary goal is to contribute to the body of scientific knowledge regarding how to design effective serious videogames for children. MATERIALS AND METHODS: This research examines the gameplay data from an effective 10-episode online serious videogame promoting FV consumption to preadolescent children in the United States (roughly 9-11-year-olds). RESULTS: Children participated in the self-regulation components. Modifications to reduce potential cognitive overload and inform future game design were identified. CONCLUSION: This research provided suggestive evidence that behavior change techniques promoting self-regulation can be successfully integrated into a serious videogame for children without detracting from game appeal. It also emphasizes the importance of formative research to the design of an appealing game where children understand and can successfully perform the behavior change procedures.
INTRODUCTION: Little is known about how to design serious videogames for children. The purpose of this article is to describe how behavior change techniques promoting self-regulation were incorporated into a serious videogame to help children consume more fruits and vegetables (FVs) and the extent to which these techniques were used by players. A secondary goal is to contribute to the body of scientific knowledge regarding how to design effective serious videogames for children. MATERIALS AND METHODS: This research examines the gameplay data from an effective 10-episode online serious videogame promoting FV consumption to preadolescent children in the United States (roughly 9-11-year-olds). RESULTS:Children participated in the self-regulation components. Modifications to reduce potential cognitive overload and inform future game design were identified. CONCLUSION: This research provided suggestive evidence that behavior change techniques promoting self-regulation can be successfully integrated into a serious videogame for children without detracting from game appeal. It also emphasizes the importance of formative research to the design of an appealing game where children understand and can successfully perform the behavior change procedures.
Authors: Debbe Thompson; Tom Baranowski; Richard Buday; Janice Baranowski; Victoria Thompson; Russell Jago; Melissa Juliano Griffith Journal: Simul Gaming Date: 2010-08-01
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
Authors: Karen W Cullen; Kathy B Watson; Issa Zakeri; Tom Baranowski; Janice H Baranowski Journal: Int J Behav Nutr Phys Act Date: 2007-06-29 Impact factor: 6.457
Authors: Deborah I Thompson; Dora Cantu; Chishinga Callender; Yan Liu; Mayur Rajendran; Madhur Rajendran; Yuting Zhang; Zhigang Deng Journal: Games Health J Date: 2018-02-06