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Playing for Real: Video Games and Stories for Health-Related Behavior Change

Identifieur interne : 001357 ( Main/Exploration ); précédent : 001356; suivant : 001358

Playing for Real: Video Games and Stories for Health-Related Behavior Change

Auteurs : Tom Baranowski ; Richard Buday ; Debbe I. Thompson ; Janice Baranowski

Source :

RBID : PMC:2189579

Abstract

Background

Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format.

Method

Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006.

Results

Most of the articles demonstrated positive health-related changes from playing the video games. Variability in what was reported about the games and measures employed precluded systematically relating characteristics of the games to outcomes. Many of these games merged the immersive, attention-maintaining properties of stories and fantasy, the engaging properties of interactivity, and behavior-change technology (e.g., tailored messages, goal setting). Stories in video games allow for modeling, vicarious identifying experiences, and learning a story’s “moral,” among other change possibilities.

Conclusions

Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change.


Url:
DOI: 10.1016/j.amepre.2007.09.027
PubMed: 18083454
PubMed Central: 2189579


Affiliations:


Links toward previous steps (curation, corpus...)


Le document en format XML

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<name sortKey="Thompson, Debbe I" sort="Thompson, Debbe I" uniqKey="Thompson D" first="Debbe I." last="Thompson">Debbe I. Thompson</name>
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<title>Background</title>
<p id="P2">Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format.</p>
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<sec sec-type="methods" id="S2">
<title>Method</title>
<p id="P3">Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006.</p>
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<sec id="S3">
<title>Results</title>
<p id="P4">Most of the articles demonstrated positive health-related changes from playing the video games. Variability in what was reported about the games and measures employed precluded systematically relating characteristics of the games to outcomes. Many of these games merged the immersive, attention-maintaining properties of stories and fantasy, the engaging properties of interactivity, and behavior-change technology (e.g., tailored messages, goal setting). Stories in video games allow for modeling, vicarious identifying experiences, and learning a story’s “moral,” among other change possibilities.</p>
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<sec id="S4">
<title>Conclusions</title>
<p id="P5">Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change.</p>
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<name sortKey="Buday, Richard" sort="Buday, Richard" uniqKey="Buday R" first="Richard" last="Buday">Richard Buday</name>
<name sortKey="Thompson, Debbe I" sort="Thompson, Debbe I" uniqKey="Thompson D" first="Debbe I." last="Thompson">Debbe I. Thompson</name>
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