2013
DOI: 10.1089/g4h.2013.0052
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Stories in Games for Health: More Pros or Cons?

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Cited by 19 publications
(12 citation statements)
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“…The ideal implementation of gamification would, therefore, harness intrinsic motivation and the types of extrinsic motivation that are most likely to be internalized, such as identified or integrated regulation [16]. Previous research in the health field has expanded on properties of video games that may be more compatible with intrinsic motivation, such as narrative, fantasy, and interactivity [21-23]. These properties may also be associated with improved emotional intelligence and regulation [24].…”
Section: Introductionmentioning
confidence: 99%
“…The ideal implementation of gamification would, therefore, harness intrinsic motivation and the types of extrinsic motivation that are most likely to be internalized, such as identified or integrated regulation [16]. Previous research in the health field has expanded on properties of video games that may be more compatible with intrinsic motivation, such as narrative, fantasy, and interactivity [21-23]. These properties may also be associated with improved emotional intelligence and regulation [24].…”
Section: Introductionmentioning
confidence: 99%
“…The question of what role narrative should play in games for health has elicited divergent opinions [62]. Stories have played central or peripheral roles in serious games, often depending on the game’s behavioral objectives and, concomitantly, its pedagogical approach.…”
Section: Discussionmentioning
confidence: 99%
“…14 A narrative may moreover decrease cognitive load, reduce counterarguing, increase motivation, create a personal experience, and trigger feelings of presence. 4,14,15 Digital games are promising tools to reach adolescents, since they are preferred to traditional education and exercises. 16,17 Serious digital games for health promotion address a diverse range of health topics, 5 and have to appeal to a broad target group.…”
Section: Introductionmentioning
confidence: 99%
“…21 Serious digital games wish to involve nonhabitual gamers, 12 or those less attracted to digital games such as girls 22 and adolescents of lower socioeconomic status (SES) background. 21,23,24 Narratives have been identified as an important game element for nonhabitual players 12 ; when players are unaware of or resistant to the desired health behavior 15 ; and they were suggested as a way to increase appeal and effects of serious digital health games among adolescents of lower SES background. 21 Research on narrative preferences in serious games is however scarce, and more research focuses on narrative preferences in educational games.…”
Section: Introductionmentioning
confidence: 99%