2012
DOI: 10.1089/g4h.2011.0012
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Story Immersion of Videogames for Youth Health Promotion: A Review of Literature

Abstract: This article reviews research in the fields of psychology, literature, communication, human–computer interaction, public health, and consumer behavior on narrative and its potential relationships with videogames and story immersion. It also reviews a narrative’s role in complementing behavioral change theories and the potential of story immersion for health promotion through videogames. Videogames have potential for health promotion and may be especially promising when attempting to reach youth. An understudie… Show more

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Cited by 124 publications
(113 citation statements)
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References 56 publications
(62 reference statements)
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“…The exploratory study in the first phase is relevant to defining the possible items on the playfulness of games in health education contexts, given the lack of this kind of instruments in the literature (1)(2)(3)(4)(5)(6)(7)(8) . The establishment of an open questionnaire in order to define items from the answers is recommended in order to build phrases closer to the spontaneity of statements of the determined target audience, providing greater identity between the items and the statements (17)(18)(19) .…”
Section: Discussionmentioning
confidence: 99%
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“…The exploratory study in the first phase is relevant to defining the possible items on the playfulness of games in health education contexts, given the lack of this kind of instruments in the literature (1)(2)(3)(4)(5)(6)(7)(8) . The establishment of an open questionnaire in order to define items from the answers is recommended in order to build phrases closer to the spontaneity of statements of the determined target audience, providing greater identity between the items and the statements (17)(18)(19) .…”
Section: Discussionmentioning
confidence: 99%
“…In the critical review, the item "1-Rules were reinvented during the game" and its opposite, "2-We followed the rules of the game completely," remained on the instrument, despite having reached an agreement below the adopted cutoff point. This decision is justified on the theoretical concepts that are the basis of ludic activities, in which the inventive, creative and indeterminate character of the game is widely recognized (1,7,(9)(10)(11)(12)(13)(14)(15)(16)(25)(26) . That is, the reinvention of the rules by the participants during a match is inherent to the ludic activity, since it is from this ambivalence between normativity and subversion that is needed for the game (12)(13)(14) .…”
Section: Discussionmentioning
confidence: 99%
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