Abstract:Objective: was to identify studies in the scientific literature in which the serious game is used as a strategy to prevent and/or treat childhood obesity.Method: an integrative review. The search in the databases resulted in 466 studies, 17 of which were elected for analysis.Results: the use of serious games for health promotion could positively influence children's health and promote behavior changes, as well as encourage healthier habits.Conclusion: the use of serious games can be a powerful strategy for chi… Show more
“…8 In addition, relevant studies were identified from bibliographies in relevant reviews. 8,11,12,21,[37][38][39][40][41][42] For all qualifying articles, relevant studies were identified independently by screening titles and abstracts, by one researcher and one-third by a second researcher. Next, full texts were read independently to determine final eligibility, by one researcher and one-third by a second researcher.…”
Section: Search Strategy and Eligibilitymentioning
User engagement in digital (serious) games may be important to increase their effectiveness. Insights into how to create engaging games for healthy lifestyle promotion are needed, as despite their potential, not all digital (serious) games are highly engaging. This study systematically reviewed game features that were associated with higher user engagement among youth. A systematic search was conducted in PubMed, Web of Science, CINAHL, and PsycARTICLES databases. Qualitative and quantitative studies were included, if they documented game features associated with youth engagement. Coding of game features was performed using the mechanics-dynamics-aesthetics (MDA) framework. A total of 60 studies met the inclusion criteria and were included in the registered systematic review (No. CRD42018099487). Results showed that various game features were associated with user engagement in digital (serious) games: an attractive storyline, adaptable to gender and age, including diverse (antagonist) characters the user may identify with, high-end realistic graphics, well-defined instructions, which can be skipped, in combination with clear feedback and a balance of educational and fun content. This review underpinned the relevance of investigating engaging game features specifically for youth, as deviations were found with characteristics that are engaging for other populations.
“…8 In addition, relevant studies were identified from bibliographies in relevant reviews. 8,11,12,21,[37][38][39][40][41][42] For all qualifying articles, relevant studies were identified independently by screening titles and abstracts, by one researcher and one-third by a second researcher. Next, full texts were read independently to determine final eligibility, by one researcher and one-third by a second researcher.…”
Section: Search Strategy and Eligibilitymentioning
User engagement in digital (serious) games may be important to increase their effectiveness. Insights into how to create engaging games for healthy lifestyle promotion are needed, as despite their potential, not all digital (serious) games are highly engaging. This study systematically reviewed game features that were associated with higher user engagement among youth. A systematic search was conducted in PubMed, Web of Science, CINAHL, and PsycARTICLES databases. Qualitative and quantitative studies were included, if they documented game features associated with youth engagement. Coding of game features was performed using the mechanics-dynamics-aesthetics (MDA) framework. A total of 60 studies met the inclusion criteria and were included in the registered systematic review (No. CRD42018099487). Results showed that various game features were associated with user engagement in digital (serious) games: an attractive storyline, adaptable to gender and age, including diverse (antagonist) characters the user may identify with, high-end realistic graphics, well-defined instructions, which can be skipped, in combination with clear feedback and a balance of educational and fun content. This review underpinned the relevance of investigating engaging game features specifically for youth, as deviations were found with characteristics that are engaging for other populations.
“…The ages ranged from 28 to 35 years, with a mean age of 31.7 years. The tool used to assess the game is a semistructured questionnaire for educational games called EGameFlow, 19 which, according to the authors, is a version of the GameFlow tool for educational games. Its main function is to assess the level of satisfaction the users experience during the game accurately and precisely.…”
Section: /12mentioning
confidence: 99%
“…The final version of the instrument contains 42 items allocated in eight dimensions: Concentration (6 items); Goal clarity (4 items); Feedback (5 items); Challenge (6 items); Control (7 items); Immersion (7 items); Social interaction (6 items); Knowledge improvement (7 items). 19 The categories with the highest averages were Goal clarity and Knowledge improvement, while the lowest averages were for Challenges and Autonomy.…”
Objective: to analyze the impact of educational software on the behavior of adolescents about obesity prevention in two public schools of Divinópolis-MG. Method: uncontrolled clinical trial involving 238 adolescents, in the city of Divinópolis, MG, Brazil. Between June and October 2018, weight and height were measured, 24-hour dietary recall was performed, physical activity level was verified, socioeconomic classification and the stage of readiness for behavioral change was evaluated. The McNemar test was used to compare the qualitative variables. For the effect of the intervention on the quantitative variables, the Generalized Estimating Equations model was used. In the intervention, the educational game Healthy Running was used, developed for this study. Data were collected before and two months after the intervention. Results: among the participants, 62.6% are female, with a median age of 16.7 years, ranging from 15 to 19 years. Regarding the nutritional situation before the intervention, 18.5% had excess weight. As to the level of physical activity is concerned, 50.4% were classified as active. After the intervention, the z-score of body mass index for males showed a significant improvement (p<0.000), as well as the level of physical activity (p<0.001). Conclusion: the use of the educational game was valid and presented relevant results in improving the adolescents' behavior regarding food and physical activity. The use of the educational game can be considered appropriate to support education in the health area.
“…The use of smartphones as educational technology is still limted in the literature, however, its adoption as the main interface for the user, will allow the development of games that can connect healthy habits and promote physical activities in the dynamics of a game. 23 A review study 24 aiming to identify [articles in the scientific literature that used the serious game strategy, an inactive game that focuses on the persuasive aspect to change behaviors, in the prevention and / or treatment of childhood obesity, found that there were limited publications in Brazil during the initial selection and after the analysis of the studies no Brazilian study was included, evidencing a gap in the scientific literature, highlighting the importance of more research on the subject, given its relevance to the promotion of self-care.…”
Objective: to elaborate and validate the content and appearance of an educational game regarding healthy lifestyle habits for adolescents Method: methodological study carried, in 2016 out in Picos (Brazil). In order to develop the initial version of the game, a survey gathered scientific information and the content. In the end, the game was divided into: home screen and the living room, kitchen and the square scene, where the sports scene was inserted. To validate the instrument, 15 experts were selected, who evaluated the content, didactics and appearance of the game. Ten adolescents evaluated the appearance and usability. In addition, one questionnaire was used for the specialists and another for the adolescents. The Content Validation Index was used to validate the game, which considered the instrument and the items as validated when an index ≥ 0.78 was obtained. Results: the room scene had access to the kitchen and the square. The sport scene was designed for physical activity and the purchase of food, which would be consumed in the kitchen scene. The experts gave the game a Content Validation Index of 0.88 for the item "objectives", 0.87 for "structure and presentation" and 0.99 for "relevance", reaching a overall Content Validation Index of 0.89. For adolescents, the item "appearance" reached the index 0.97 and for the other items, 1.0 and overal index of 0.99. Conclusion: the game was validated in terms of content and appearance and could be validated clinically with adolescents as an incentive to adopt protective behaviors for their health.
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