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 behavioral sciences (health behavior change, motor learning, and serious games), business production (marketing and sales), and technology engineering and design (human-computer interaction/ergonomics and flow). Both direct and indirect pathways to impact on population levels of habitual physical activity are proposed, along with the concept of a game use lifecycle. Examples of current active and sedentary electronic games are used to understand how such principles may be applied. Furthermore, limitations of the current usage of theoretical principles are discussed. A suggested list of principles for best practice in active videogame design is proposed along with suggested research ideas to inform practice to enhance physical activity.
journal_name
Games Health Jjournal_title
Games for health journalauthors
Straker LM,Fenner AA,Howie EK,Feltz DL,Gray CM,Lu AS,Mueller FF,Simons M,Barnett LMdoi
10.1089/g4h.2014.0077subject
Has Abstractpub_date
2015-02-01 00:00:00pages
43-52issue
1eissn
2161-783Xissn
2161-7856journal_volume
4pub_type
杂志文章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
abstract:OBJECTIVE:With the advent of occupational therapists' use of virtual gaming as an intervention strategy to enhance the occupational performance of many populations, there is a need to better understand the factors influencing occupational therapists' acceptance and use of this strategy as it pertains to specific groups...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0062
更新日期:2014-12-01 00:00:00
abstract:OBJECTIVE:Computerized cognitive training programs have previously shown to be effective in improving cognitive abilities in patients suffering from traumatic brain injury (TBI). These studies often focused on a single cognitive function or required expensive hardware, making it difficult to be used in a home-based env...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2016.0043
更新日期:2017-02-01 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::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: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: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::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: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 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::We evaluated the effects of an active videogame (AVG) intervention (Sony [Tokyo, Japan] PlayStation(®) EyeToy(®)) compared with non-AVGs on body composition, physical activity, sedentary behavior, and snack food consumption among overweight 10-12-year-old children over 24 weeks. Our research showed a treatment effect ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2013.0031
更新日期:2013-06-01 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: 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: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: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::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: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: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: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:Energy expenditure (EE) in active videogames (AVGs) is a component for assessing its benefit for cardiovascular health. Existing evidence suggests that AVGs are able to increase EE above rest and when compared with playing passive videogames. However, the association between body movement and EE remains uncle...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2015.0058
更新日期:2016-06-01 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: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: 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::This article introduces the Game Maturity Model for the healthcare industry as an extension to the general Game Maturity Model and describes the usage by two case studies of applied health games. The Game Maturity Model for healthcare provides a practical and value-adding method to assess existing games and to determi...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2015.0091
更新日期:2016-04-01 00:00:00
abstract:OBJECTIVE:This study aimed to evaluate movement acceleration characteristics in adolescents with Down syndrome (DS) and typical development (TD), while playing bowling and golf videogames on the Nintendo® Wii™. MATERIALS AND METHODS:The sample comprised 21 adolescents diagnosed with DS and 33 with TD of both sexes, be...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0026
更新日期:2017-12-01 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 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: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:The purpose of this study was to examine whether a correlation existed among the scores of the "Jackie Chan Studio Fitness(™) Action Run" active videogame (XaviX(®), SSD Company, Ltd., Kusatsu, Japan), the 1-mile run/walk, and Progressive Aerobic Cardiovascular Endurance Run (PACER) aerobic fitness tests of t...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0007
更新日期:2012-06-01 00:00:00
abstract:OBJECTIVE:There has been growing interest in the use of active videogames to influence levels of physical activity. Most studies have investigated energy expenditure in general, without taking into account moderating factors such as player mode and game enjoyment. This study therefore examines whether children's energy...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0106
更新日期:2015-12-01 00:00:00