2008
DOI: 10.1177/1046878108328087
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Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game

Abstract: Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health pro… Show more

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Cited by 323 publications
(243 citation statements)
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References 35 publications
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“…Segundo a Elaboration Likelihood Model (28) a história do jogo deverá ser credível, atrativa e agradável para que possa ter efeito de persuasão junto do respetivo público-alvo (24). Por seu lado, a Teoria Sociocognitiva de Bandura (29) valoriza a criação de objetivos, a modelagem e o desenvolvimento das capacidades ao longo do jogo (24).…”
Section: Perspetivas Teóricas Recentes a Considerar No Design De Videunclassified
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“…Segundo a Elaboration Likelihood Model (28) a história do jogo deverá ser credível, atrativa e agradável para que possa ter efeito de persuasão junto do respetivo público-alvo (24). Por seu lado, a Teoria Sociocognitiva de Bandura (29) valoriza a criação de objetivos, a modelagem e o desenvolvimento das capacidades ao longo do jogo (24).…”
Section: Perspetivas Teóricas Recentes a Considerar No Design De Videunclassified
“…The videogames therefore present opportunities for skills training and motor expansion and promotion of physical activity for this population (14). Several studies (21,24) support the use of exergames as promoters of change in feeding behavior. However, the effectiveness of interventions with exergames is not consensual.…”
Section: Potenciais Salutogénicos Dos Videojogosmentioning
confidence: 99%
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“…Exposure to characters in the storylines may facilitate observational learning and influence health behaviors, particularly when readers relate to the characters in the comics and consider them role models [30]. The development of entertainment-education narratives draws greatly on SCT by using role models to perform new behaviors [31] [32] [33]. Thus, manga comics with health messages guided by the NTT and SCT may be an effective vehicle to promote healthy eating behaviors.…”
Section: Theoretical Basis and Content Of Intervention Incmentioning
confidence: 99%
“…[11][12][13] Serious videogames have the dual purpose of both entertaining and changing behavior. 14,15 Exergames are a type of serious videogame that requires the player to move his or her body to play the game. 16 Because Exergames require bodily movement, they could be a fun and motivational method for encouraging youth to be more physically active.…”
mentioning
confidence: 99%