Abstract:
:A serious videogame is being developed to train parents of preschool children in selecting and using parenting practices that are likely to encourage their child to eat more vegetables. The structure of feedback to the parents on their selection may influence what they learn from the game. Feedback Intervention Theory provides some guidance on the design of such messages. The structure of preferred performance feedback statements has not been investigated within serious videogames. Two feedback formats were tested for a player's preferences within the context of this videogame. Based on Feedback Intervention Theory, which proposes that threat to self-concept impairs feedback response, three-statement (a nonaffirming comment sandwiched between two affirming comments, called "Oreo" feedback, which should minimize threat to self-concept) and two-statement (a nonaffirming comment followed by an affirming comment) performance feedbacks were tailored to respondents. Tailoring was based on participants' report of frequency of use of effective and ineffective vegetable parenting practices and the reasons for use of the ineffective practices. Participants selected their preference between the two forms of feedback for each of eight ineffective vegetable parenting practices. In general, mothers (n=81) (no male respondents) slightly preferred the "Oreo" feedback, but the pattern of preferences varied by demographic characteristics. Stronger relationships by income suggest the feedback structure should be tailored to family income. Future research with larger and more diverse samples needs to test whether perceived threat to self-concept mediates the response to feedback and otherwise verify these findings.
journal_name
Games Health Jjournal_title
Games for health journalauthors
Baranowski T,Beltran A,Chen TA,O'Connor T,Hughes S,Buday R,Baranowski Jdoi
10.1089/g4h.2012.0057subject
Has Abstractpub_date
2013-02-01 00:00:00pages
29-33issue
1eissn
2161-783Xissn
2161-7856pii
10.1089/g4h.2012.0057journal_volume
2pub_type
杂志文章abstract:OBJECTIVE:A new program using a card game for study of children's food risk communication was developed to meet the needs of learning healthy eating. To examine the effects of the new program, an experiment was carried out in an elementary school with 132 students. MATERIALS AND METHODS:The game rules resemble those o...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0061
更新日期:2013-02-01 00:00:00
abstract:OBJECTIVE:The aim of our feasibility study was to examine the acceptability and utility of "Dance Dance Revolution" (DDR) (Konami of America, Redwood City, CA)) to increase physical fitness in 8-11-year-old black and Hispanic youth. SUBJECTS AND METHODS:Twenty-eight 4(th) and 5(th) grade children attending an aftersch...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2011.0005
更新日期:2012-02-01 00:00:00
abstract:: Objective: We examine the extent that videogame avatars provide players with opportunities for identity exploration, aiming to test the findings of self-discrepancy theory research on the user/avatar relationship with novel cognitive anthropological methods. Specifically, ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2019.0118
更新日期:2020-08-01 00:00:00
abstract:OBJECTIVE:The purpose of this study was to examine the effect of an exergaming program on physical activity, motor competence, and enjoyment in preschool children. MATERIALS AND METHODS:A sample of 65 preschool children was recruited from an urban preschool located in the Western United States. Children were randomly ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0188
更新日期:2018-10-01 00:00:00
abstract:OBJECTIVE:Research on active videogames (AVGs) has demonstrated the motivation-boosting power of the Köhler effect (a motivating force for "weak links" in groups based on group principles of upward social comparison and indispensability) with software-generated partners (SGPs), but the effect has yet to be examined ove...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2016.0018
更新日期:2016-08-01 00:00:00
abstract:: Background: India has a diverse cultural heritage, with a wealth of indigenous folk games that are culturally ingrained. Due to the ease of acquisition, low costs, and widespread acceptability, this form of games can be incorporated to facilitate and improve physical fitne...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2019.0191
更新日期:2020-12-01 00:00:00
abstract:OBJECTIVE:Digital game playing engages people for long periods of time. The pleasure offered by digital games may explain the players' consumption of this activity. Games may elicit both positive and negative emotions, which can be measured by encephalography (EEG). The EEG alpha asymmetry index (AI) is different in po...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0010
更新日期:2012-10-01 00:00:00
abstract::Program developers and researchers in the sexual health domain have increasingly embraced technological trends as they emerge. With the emergence of serious game applications to impact health behaviors, a natural step for research enquiry will be the investigation of serious games for sexual health education. We invit...
journal_title:Games for health journal
pub_type: 面试
doi:10.1089/g4h.2014.0139
更新日期:2015-04-01 00:00:00
abstract::Our research indicated that 10-12-year-old children receiving two active Wii™ (Nintendo®; Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase physical activity. ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0018
更新日期:2012-06-01 00:00:00
abstract:OBJECTIVE:Externalizing problems, which are the main reason for youth referrals to mental health agencies, are highly persistent and predict a range of negative outcomes. Youths with externalizing problems are also frequently comorbid with anxiety. Among the most widely recognized evidence-based treatments is cognitive...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0138
更新日期:2015-10-01 00:00:00
abstract:OBJECTIVE:New active videogames (AVGs) may provide youth an alternative to traditional play. The purpose of this study was to compare the physical activity energy expenditure (PAEE), intensity, and enjoyment of AVGs with those of seated videogames (SVGs). MATERIALS AND METHODS:Youth (8-17 years old) volunteered to pla...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0101
更新日期:2015-08-01 00:00:00
abstract:OBJECTIVE:The aim of this study was to examine the measurement properties of an outcome associated with the Nintendo(®) (Kyoto, Japan) game "Wii™ Fit Free Jogging" called virtual distance. Investigations into virtual distance were carried out with a view towards using this outcome measure as a tool to estimate fitness ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2013.0087
更新日期:2014-04-01 00:00:00
abstract:: Objective: We aimed to confirm whether the practice of exergames produces an effect on children's mood states during school physical education (PE) classes. Materials and Methods: The children were allocated to experimental gro...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2018.0083
更新日期:2019-08-01 00:00:00
abstract:OBJECTIVE:Online support groups are popular Web-based resources that provide tailored information and peer support through virtual communities and fulfill the users' needs for empowerment and belonging. However, the therapeutic potential of online support groups is at present limited by the lack of systematic research ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0016
更新日期:2012-08-01 00:00:00
abstract::The use of videogames for non-entertainment purposes has interested educational and behavioral researchers for decades. Recent technology advances have increased the interactivity of games while maintaining reasonable costs, leading rehabilitation therapists to investigate gaming consoles as an adjunct to traditional ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.1308
更新日期:2012-04-01 00:00:00
abstract::Dr. Shilling received his Doctor of Philosophy in Experimental Psychology (Auditory Psychophysics/Neuroscience) from the University of North Carolina at Greensboro in 1992 and his Bachelor of Arts in Psychology at Wake Forest University in 1985. In 1993 he graduated with top honors from Aerospace Experimental Psycholo...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.1305
更新日期:2012-04-01 00:00:00
abstract:OBJECTIVES:A game application, "Making Smart Choices", was developed to fill the gap of limited easy-to-access resources available on sex education in Hong Kong and to disseminate correct knowledge and positive attitudes toward sex to teenagers using popular platforms such as tablets, Facebook, and the Web. SUBJECTS A...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0059
更新日期:2015-06-01 00:00:00
abstract:OBJECTIVE:The aim of this study was to determine whether serious games especially customized for physical rehabilitation could be used in daily clinics with patients who are not familiar with informatics and/or new technologies and whether such a clinical approach would be culturally acceptable within a North African p...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0008
更新日期:2017-10-01 00:00:00
abstract:OBJECTIVE:The aim of this article is to describe the development and testing of a prototype application ("The Heart Game") using gamification principles to assist heart patients in their telerehabilitation process in the Teledialog project. MATERIALS AND METHODS:A prototype game was developed via user-driven innovatio...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2015.0001
更新日期:2016-02-01 00:00:00
abstract:: Objective: Games for heath can take the form of interactive narratives, or stories in which readers have the option to make decisions about the direction of the plot. Individual differences may affect the extent to which individuals become engaged in such narratives. ...
journal_title:Games for health journal
pub_type: 杂志文章,随机对照试验
doi:10.1089/g4h.2019.0095
更新日期:2020-06-01 00:00:00
abstract::Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behav...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0077
更新日期:2015-02-01 00:00:00
abstract:OBJECTIVE:This study explored balance performance and participant adherence to either the Wii Fit™ (Nintendo of America, Redmond, WA) or a proprioceptive BOSU(®) (Ashland, OH) ball balance program. MATERIALS AND METHODS:Twenty university-aged participants were randomly allocated to either a Wii Fit or BOSU ball balanc...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2013.0042
更新日期:2013-10-01 00:00:00
abstract:: Objective: The purpose of this project was to create a web-accessible drug education program that would positively impact student knowledge and perceptions. Materials and Methods: An interactive computer module (Interactive Mod...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2019.0037
更新日期:2020-08-01 00:00:00
abstract:: Objective: To compare the strength of the middle deltoid muscle by means of dynamometry and the Shoulder Pain and Disability Index (SPADI) in participants in treatment for cancer after the practice of an exergaming protocol. Materials and Methods: ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2019.0113
更新日期:2020-08-01 00:00:00
abstract:OBJECTIVE:The purpose of this exploratory study was to investigate the impact of the Nintendo(®) Wii Fit™ (Nintendo of America, Redmond, WA) on functional and perceived balance measures in an older adult population over a 4- or 8-week program. SUBJECTS AND METHODS:Twenty-five participants (71.60±7.79 years old) from a...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0043
更新日期:2012-12-01 00:00:00
abstract:: Objective: Develop and test feasibility of a mobile videogame intervention to decrease high-risk sexual behavior in black and Hispanic adolescents. Materials and Methods: Iterative design to develop intervention in partnership ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0142
更新日期:2018-12-01 00:00:00
abstract:: Objective: Choosing inappropriate or unethical actions in games is referred to as dark play. For a serious game on delirium for medical students, we aimed to investigate the potential differences between dark play and normal play on game effectiveness regarding abilities i...
journal_title:Games for health journal
pub_type: 杂志文章,随机对照试验
doi:10.1089/g4h.2018.0126
更新日期:2019-08-01 00:00:00
abstract:OBJECTIVE:This study sought to determine the effect of 6 weeks of training, using activities from the Nintendo(®) (Kyoto, Japan) "Wii™ Fit Plus" disc, on balance in community-dwelling Jamaicans 60 years and older. MATERIALS AND METHODS:A single group pretest/posttest design was used. Thirty-three subjects enrolled and...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0070
更新日期:2015-06-01 00:00:00
abstract:OBJECTIVE:An anti-tobacco educational board game, Smoke Stacks, was designed to engage youth in critical thinking regarding marketing practices of tobacco companies and tobacco's harmful effects. A pilot study was conducted to examine whether playing this theoretically informed that board game increased knowledge about...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0186
更新日期:2019-02-01 00:00:00
abstract:OBJECTIVE:This study explored and evaluated the integration of rehabilitation games into therapy workflow. MATERIALS AND METHODS:A multistage and multimethod study was followed: (1) A formative study involving observations and interviews with a total of approximately 90 therapists across the rehabilitation continuum w...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0039
更新日期:2014-08-01 00:00:00