2014
DOI: 10.11621/pir.2014.0405
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Using videogames to treat childhood obesity

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Cited by 5 publications
(4 citation statements)
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“…La creación y uso de videojuegos para promover hábitos alimenticios como tratamiento y prevención de la obesidad infantil, cuyas investigaciones coinciden que, su uso incentivó la adopción de conductas saludables de alimentación, proporcionando motivación y entretenimiento al experimentar y valorar diferentes situaciones de juego al tomar decisiones acertadas respecto a la alimentación para mejorar la salud ( Villaseñor, et al,( 2013;López et al, 2013;Druzhinenkoa, et al, (2014). Otros por su parte hallaron en los videojuegos una excusa para desarrollar conciencia frente a la hambruna infantil, creando estrategias para llevar ayudas humanitarias a otros territorios (Petros, et al (2011).…”
Section: Usos De Videojuegos En áReas Fuera Del Currículounclassified
“…La creación y uso de videojuegos para promover hábitos alimenticios como tratamiento y prevención de la obesidad infantil, cuyas investigaciones coinciden que, su uso incentivó la adopción de conductas saludables de alimentación, proporcionando motivación y entretenimiento al experimentar y valorar diferentes situaciones de juego al tomar decisiones acertadas respecto a la alimentación para mejorar la salud ( Villaseñor, et al,( 2013;López et al, 2013;Druzhinenkoa, et al, (2014). Otros por su parte hallaron en los videojuegos una excusa para desarrollar conciencia frente a la hambruna infantil, creando estrategias para llevar ayudas humanitarias a otros territorios (Petros, et al (2011).…”
Section: Usos De Videojuegos En áReas Fuera Del Currículounclassified
“…This fact creates a huge obstacle to the construction of a healthy lifestyle that will help to lose weight in a long lasting-way ( Thompson et al, 2010 ). One solution to this matter lays in (i) making the children aware of the need to change their attitudes toward food choice ( Druzhinenko et al, 2014 ; Sirico et al, 2018 ), and (ii) the willingness to change the actual behavior (i.e., “conscious intention”; Thompson et al, 2010 ). Taking together, we suggest that integrating both awareness and real behavioral techniques into serious games may help to achieve long-term real-world effectiveness.…”
Section: Serious Game Based On Nutrition Education And/or Dietary Change: Pros and Cons In Tackling Childhood Obesitymentioning
confidence: 99%
“…The experiment revealed how students who had used the game obtained better evaluation results. This is the CSG taxonomy criterion which is most repeated in other proposals and referred to by other authors as Public (Djaouti et al, 2011), Audience (Serious game classification, 2011), Target age group (Engage Learning, 2011), Target groups (Greco et al, 2013), Target group (Druzhinenko et al, 2014), Target age (Katsaliaki & Mustafee, 2015), and Target audience (Imagine, 2011), and this is the name adopted by the CSG taxonomy. In terms of categorization of the various proposals, the authors believe that none of these is sufficiently complete.…”
Section: Target Audiencementioning
confidence: 99%
“…While not the main purpose of their work, Druzhinenko, Podolskiy, Podolskiy, and Schmoll (2014) categorize a new kind of serious video game: a weight-loss video game which combines physical exercise and nutritional advice. The authors’ categorization includes Improving eating behavior , Enhancing physical activity , Target group (Children—Adolescents—Adults), Relevant research, Competition (Individual—Dual—Team), Taking care of somebody , Reward system (Real—Virtual), and Goal of the game (Specifically for weight loss—Modification of existing commercial game), and 20 video games are classified accordingly.…”
Section: Serious Game Taxonomiesmentioning
confidence: 99%