Proceedings of the 11th International Conference on Interaction Design and Children 2012
DOI: 10.1145/2307096.2307160
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Creating physically active games for young adolescents

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Cited by 2 publications
(1 citation statement)
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“…To objectively test the efficacy of this labelling strategy, we utilized a “serious gaming” strategy. Serious games have been defined as “a mental contest, played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives.”Given that games are fun and engaging and the dry nature of the topic (objective evaluation of varied nutrition labelling strategies) and the age of our target participants (6‐10 y olds), we conjectured that this would be an effective approach.…”
Section: Introductionmentioning
confidence: 99%
“…To objectively test the efficacy of this labelling strategy, we utilized a “serious gaming” strategy. Serious games have been defined as “a mental contest, played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives.”Given that games are fun and engaging and the dry nature of the topic (objective evaluation of varied nutrition labelling strategies) and the age of our target participants (6‐10 y olds), we conjectured that this would be an effective approach.…”
Section: Introductionmentioning
confidence: 99%