Literature DB >> 29293368

A State-of-the-Art Systematic Content Analysis of Games for Health.

Amy Shirong Lu1, Hadi Kharrazi2.   

Abstract

As the field of games for health continues to gain momentum, it is crucial to document the field's scale of growth, identify design patterns, and to address potential design issues for future health game development. Few studies have explored the attributes and usability features of games for health as a whole over time. We offer the first comprehensive systematic content analysis of digital games for health by examining 1743 health games released between 1983 and 2016 in 23 countries extracted from nine international English health game databases and directories. The majority of these games were developed in the United States (67.18%) and France (18.59%). The most popular platforms included web browsers (72.38%) and Windows (14.41%). Approximately four out of five (79.12%) of the games were available at no cost. We coded 1553 accessible games for an in-depth analysis and further assessed 1303 for usability. Popular health topics represented included: cognitive training (37.41%), indirect health education (13.33%), and medical care provision (9.98%). Most games (75.66%) could be completed within 60 minutes. The main game usability problems identified included a lack of customization, nonskippable contents, and a lack of feedback and instruction to the players. While most of the usability problems have improved as did the software and hardware technology, the players' ability to skip nonplayable contents has become slightly more restricted overtime. Comparison with game efficacy publications suggested that a further understanding of the scope for games for health is needed on a global level.

Keywords:  Content analysis; Game usability; Games for health; Games for healthcare

Mesh:

Year:  2018        PMID: 29293368      PMCID: PMC5797326          DOI: 10.1089/g4h.2017.0095

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


  12 in total

1.  Educational video game for juvenile diabetes: results of a controlled trial.

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2.  A Scoping Review of Health Game Research: Past, Present, and Future.

Authors:  Hadi Kharrazi; Amy Shirong Lu; Fardad Gharghabi; Whitney Coleman
Journal:  Games Health J       Date:  2012-04-18

Review 3.  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

4.  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

5.  The impact of video games on training surgeons in the 21st century.

Authors:  James C Rosser; Paul J Lynch; Laurie Cuddihy; Douglas A Gentile; Jonathan Klonsky; Ronald Merrell
Journal:  Arch Surg       Date:  2007-02

6.  A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial.

Authors:  Pamela M Kato; Steve W Cole; Andrew S Bradlyn; Brad H Pollock
Journal:  Pediatrics       Date:  2008-08       Impact factor: 7.124

7.  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

8.  Effects of playing video games on pain response during a cold pressor task.

Authors:  Bryan Raudenbush; Jerrod Koon; Trevor Cessna; Kristin McCombs
Journal:  Percept Mot Skills       Date:  2009-04

Review 9.  Do "Brain-Training" Programs Work?

Authors:  Daniel J Simons; Walter R Boot; Neil Charness; Susan E Gathercole; Christopher F Chabris; David Z Hambrick; Elizabeth A L Stine-Morrow
Journal:  Psychol Sci Public Interest       Date:  2016-10

10.  Video game training enhances cognitive control in older adults.

Authors:  J A Anguera; J Boccanfuso; J L Rintoul; O Al-Hashimi; F Faraji; J Janowich; E Kong; Y Larraburo; C Rolle; E Johnston; A Gazzaley
Journal:  Nature       Date:  2013-09-05       Impact factor: 49.962

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  13 in total

Review 1.  Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change.

Authors:  Tom Baranowski; Elizabeth J Lyons
Journal:  Games Health J       Date:  2019-08-06

2.  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

Review 3.  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

4.  Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India.

Authors:  Elena Bertozzi; Amelia Bertozzi-Villa; Praveen Kulkarni; Aparna Sridhar
Journal:  Gates Open Res       Date:  2018-09-07

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.  Using the Patient Portal Sexual Health Instrument in Surveys and Patient Questionnaires Among Sexual Minority Men in the United States: Cross-sectional Psychometric Validation Study.

Authors:  Kevon-Mark P Jackman; Jeremy Kane; Hadi Kharrazi; Renee M Johnson; Carl Latkin
Journal:  J Med Internet Res       Date:  2021-02-10       Impact factor: 5.428

7.  Let the games begin: Serious games in prevention and rehabilitation to improve outcomes in patients with cardiovascular disease.

Authors:  Brynja Ingadottir; Tiny Jaarsma; Leonie Klompstra; Jan Aidemark; Linda Askenäs; Yotam Bahat; Oran Ben Gal; Aseel Berglund; Erik Berglund; Christoph Höchsmann; Meir Plotnik; Jaap Ca Trappenburg; Arno Schmidt-Trucksäss; Anna Strömberg
Journal:  Eur J Cardiovasc Nurs       Date:  2020-06-13       Impact factor: 3.908

8.  The Effect of Narrative on Physical Activity via Immersion During Active Video Game Play in Children: Mediation Analysis.

Authors:  Caio Victor Sousa; Austin Fernandez; Jungyun Hwang; Amy Shirong Lu
Journal:  J Med Internet Res       Date:  2020-03-31       Impact factor: 5.428

9.  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

10.  The influence of a serious game's narrative on students' attitudes and learning experiences regarding delirium: an interview study.

Authors:  Kiki R Buijs-Spanjers; Anne Harmsen; Harianne H Hegge; Jorinde E Spook; Sophia E de Rooij; Debbie A D C Jaarsma
Journal:  BMC Med Educ       Date:  2020-09-01       Impact factor: 2.463

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