The DOI matches its Crossref record; 5 of the 5 references it cites were found in a registry or an index.
Exploring the potential of computer and video games for health and physical education: A literature review
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Situated Cognition and the Culture of Learning
Brown, J. S., Collins, A., & Duguid, P. (1989) · Educational Researcher · doi:10.3102/0013189x018001032 · Cited by 13,645
What Video Games Have to Teach Us about Learning and Literacy
(2004) · Education + Training · doi:10.1108/et.2004.00446dae.002 · Cited by 6,674
The effectiveness of interventions to increase physical activityA systematic review1 and 2
KAHN, E., RAMSEY, L., BROWNSON, R., HEATH, G., HOWZE, E., POWELL, K., STONE, E., RAJAB, M., & CORSO, P. (2002) · American Journal of Preventive Medicine · doi:10.1016/s0749-3797(02)00434-8 · Cited by 2,022
Papastergiou, M. (2009) · Computers & Education · doi:10.1016/j.compedu.2008.06.004 · Cited by 1,689
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Grau, V., Lagos, F., López, X., López, V., et al. (2003) · Computers & Education · doi:10.1016/s0360-1315(02)00099-4 · Cited by 699
Cited by
Gamification for health and wellbeing: A systematic review of the literature
Johnson, D., Deterding, S., Kuhn, K.-A., Staneva, A., Stoyanov, S., & Hides, L. (2016) · Internet Interventions · doi:10.1016/j.invent.2016.10.002 · Cited by 1,237
Exploring the educational potential of robotics in schools: A systematic review
Benitti, F. B. V. (2012) · Computers & Education · doi:10.1016/j.compedu.2011.10.006 · Cited by 1,200
Best, J. R. (2010) · Developmental Review · doi:10.1016/j.dr.2010.08.001 · Cited by 1,078
mHealth for mental health: Integrating smartphone technology in behavioral healthcare.
Luxton, D. D., McCann, R. A., Bush, N. E., Mishkind, M. C., & Reger, G. M. (2011) · Professional Psychology: Research and Practice · doi:10.1037/a0024485 · Cited by 809
A meta-analysis of serious digital games for healthy lifestyle promotion
DeSmet, A., Van Ryckeghem, D., Compernolle, S., Baranowski, T., Thompson, D., Crombez, G., Poels, K., Van Lippevelde, W., Bastiaensens, S., Van Cleemput, K., et al. (2014) · Preventive Medicine · doi:10.1016/j.ypmed.2014.08.026 · Cited by 414
“…for these differences are as yet unclear (Baranowski et al., 2008; DeShazo et al., 2010; Gamberini et al., 2008; Guse et al., 2012; Guy et al., 2011; Kato, 2010; Kharrazi et al., 2012; Lu et al., 2012; Papastergiou, 2009; Primack et al., 2012; Rahmani and Boren, 2012; Wilkinson et al., 2008).”
BackgroundResultInfluentialIs clinical virtual reality ready for primetime?
Rizzo, A. “., & Koenig, S. T. (2017) · Neuropsychology · doi:10.1037/neu0000405 · Cited by 372
Effects of video-game play on information processing: a meta-analytic investigation
Powers, K. L., Brooks, P. J., Aldrich, N. J., Palladino, M. A., & Alfieri, L. (2013) · Psychonomic Bulletin & Review · doi:10.3758/s13423-013-0418-z · Cited by 348
A scoping review of research on digital game-based language learning
Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.07.001 · Cited by 319
Gamification and Serious Games for Personalized Health
Simon, M. (2012) · Studies in Health Technology and Informatics · doi:10.3233/978-1-61499-069-7-85 · Cited by 301
Costigan, S. A., Barnett, L., Plotnikoff, R. C., & Lubans, D. R. (2013) · Journal of Adolescent Health · doi:10.1016/j.jadohealth.2012.07.018 · Cited by 290
Roepke, A. M., Jaffee, S. R., Riffle, O. M., McGonigal, J., Broome, R., & Maxwell, B. (2015) · Games for Health Journal · doi:10.1089/g4h.2014.0046 · Cited by 265
Acquah, E. O., & Katz, H. T. (2020) · Computers & Education · doi:10.1016/j.compedu.2019.103667 · Cited by 280
Romer, D., Bagdasarov, Z., & More, E. (2013) · Journal of Adolescent Health · doi:10.1016/j.jadohealth.2012.11.012 · Cited by 145
Riopel, M., Nenciovici, L., Potvin, P., Chastenay, P., Charland, P., Sarrasin, J. B., & Masson, S. (2019) · Studies in Science Education · doi:10.1080/03057267.2019.1722420 · Cited by 127
Juegos serios para el tratamiento o la prevención de la depresión: una revisión sistemática
Fleming, T. M., Cheek, C., Merry, S. N., Thabrew, H., Bridgman, H., Stasiak, K., Shepherd, M., Perry, Y., & Hetrick, S. (2015) · Revista de Psicopatología y Psicología Clínica · doi:10.5944/rppc.vol.19.num.3.2014.13904 · Cited by 120
“Well-designed computer games have been shown to have multiple benefi ts including increased motivation for learning, improved attention and problem solving, and increased social engagement (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012; Papastergiou, 2009) ‘Serious games’ are games or programs with gaming”
BackgroundHealth Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature
Hall, A. K., Chavarria, E., Maneeratana, V., Chaney, B. H., & Bernhardt, J. M. (2012) · Games for Health Journal · doi:10.1089/g4h.2012.0046 · Cited by 118
Lai, J. W. M., & Bower, M. (2020) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12412 · Cited by 92
Painting the fence: Social norms as economic incentives to non-automotive travel behavior
Riggs, W. (2017) · Travel Behaviour and Society · doi:10.1016/j.tbs.2016.11.004 · Cited by 80
Videogames and Health Improvement: A Literature Review of Randomized Controlled Trials
Rahmani, E., & Boren, S. A. (2012) · Games for Health Journal · doi:10.1089/g4h.2012.0031 · Cited by 73
Chang, C.-Y., Chen, C.-L. D., & Yeh, T.-K. (2016) · EURASIA Journal of Mathematics, Science and Technology Education · doi:10.12973/eurasia.2016.1519a · Cited by 41
Metadata
- Authors
- Papastergiou, M.
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2009-11
- Volume
- 53
- Issue
- 3
- Pages
- 603-622
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2136291974
- Cited by
- 565
- References
- 5
- FWCI
- 43.25
- Type
- journal article
- Language
- en
- Open access
- closed
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.