A meta-analysis of serious digital games for healthy lifestyle promotion
Open accessAbstract
Several systematic reviews have described health-promoting effects of serious games but so far no meta-analysis has been reported. This paper presents a meta-analysis of 54 serious digital game studies for healthy lifestyle promotion, in which we investigated the overall effectiveness of serious digital games on healthy lifestyle promotion outcomes and the role of theoretically and clinically important moderators. Findings showed serious games have small positive effects on healthy lifestyles (g=0.260, 95% CI 0.148; 0.373) and their determinants (g=0.334, 95% CI 0.260; 0.407), especially for knowledge. Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120). Long-term effects were maintained for all outcomes except for behavior. Serious games are best individually tailored to both socio-demographic and change need information, and benefit from a strong focus on game theories or a dual theoretical foundation in both behavioral prediction and game theories. They can be effective either as a stand-alone or multi-component programs, and appeal to populations regardless of age and gender. Given that effects of games remain heterogeneous, further exploration of which game features create larger effects are needed.
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Written from the paper’s full text.
TL;DR
This first meta-analysis of serious digital games for healthy lifestyle promotion found small positive effects on behavior and its determinants and very small effects on clinical outcomes. Effects were largest for knowledge, maintained at follow-up except for behavior, and moderated by tailoring and theoretical basis.
Key findings
- Across 54 papers and 61 game evaluations, serious games improved healthy lifestyle behavior (g=0.260, 95% CI 0.148–0.373, n=314,790, k=21) and behavioral determinants (g=0.334, 95% CI 0.260–0.407, n=19,934, k=50); clinical outcomes had a very small significant effect (g=0.079, 95% CI 0.038–0.120, n=9,367, k=10).
- At second post-test, behavior effects were smaller and failed to reach significance (p=.07), while determinants and clinical outcomes remained significant and of similar magnitude; knowledge had the largest determinant effects and approximated a moderate effect at follow-up.
- Tailoring was a significant moderator only for determinants: games tailored to both socio-demographic and change-need information had higher effects than games tailored only to change needs/stages of adoption. A dual theoretical foundation in game-based learning and behavioral prediction theories related to higher determinant effects than behavioral prediction theories alone.
- Implementation method, age, gender, and study quality were not significant moderators. Heterogeneity was high for behavior and determinants, and publication bias could not be ruled out for determinants (Egger’s test t(48)=6.042, p<.001; trim-and-fill adjusted g=0.179, 95% CI 0.104–0.254).
Methods
- Systematic search of Pubmed, Web of Science, Cinahl, and PsycInfo through July 2013, plus hand-searching and author contact; 7,192 hits yielded 54 included papers, assessing 52 games in 61 evaluations.
- Random-effects Hedges’ g was used, with mixed-effects moderator analyses, Cochran’s Q and I² for heterogeneity, meta-regression for continuous moderators, and sensitivity analyses for outliers, pre-test–post-test correlations, and publication bias.
- Primary outcomes were behavior, knowledge, behavioral intentions, perceived barriers, skills, attitudes, subjective norm, and self-efficacy; clinical outcomes were secondary. Study quality was assessed with EPHPP; interrater reliability was ICC=0.90 for coding and ICC=0.98 for quality.
Limitations
- Stated: “no evidence for an effect” does not equal “evidence for no effect”; some analyses were likely underpowered (e.g., mental health, social behavior, clinical outcomes). Other factors such as game features were not included and may explain heterogeneity. Publication bias is a concern, and analyses were limited by information available in manuscripts and from researchers. The review included various health behaviors that may be difficult to compare.
- Evident from the text: heterogeneity was high for behavior and determinants; some moderator categories had fewer than 3 studies and were not analyzed (e.g., tailoring by socio-demographic information only); only one game for the elderly was included, and subjective norms were measured in only one study.
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Cites
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Claims the paper makes
0 of 36 cited sources checked · 0 supported · 0 flagged
- Findingown data
At the second post-test, greater time elapsed until measurement was associated with smaller effect size for behavior.
“This was, however, the opposite at second post-test: here the greater the time elapsed until post-test measurement, the smaller the effect size for behavior”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Findingown data
Average effect sizes on behavior, its determinants, and clinical outcomes did not differ significantly by health domain.
“There were no significant differences in average effect size on behavior nor on its determinants or clinical outcome by health domain.”
- Also stated in: § Effectiveness of games in changing healthy lifestyles · plain
“No significant heterogeneity was observed between games’ effects in different health domains.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Also stated in: § Effectiveness of games in changing healthy lifestyles · plain
- Findingown data
Serious digital games produce a small positive improvement in behavioral determinants (g=0.334, 95% CI 0.260 to 0.407).
“and their determinants (g=0.334, 95% CI 0.260; 0.407), especially for knowledge.”
- Also stated in: § Effectiveness of games in changing healthy lifestyles · plain
“For behavioral determinants, average effect size was similarly small (g=0.334 (95% CI 0.260; 0.407), n=19934, k=50)”
- Also stated in: § Discussion · plain
“improved antecedents that determine adoption (g=0.334, 95% CI 0.260; 0.407)”
Quote in the paperSubstantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Also stated in: § Effectiveness of games in changing healthy lifestyles · plain
- Findingown data
The elapsed time between last game play and first post-test was a significant moderator for behavior: greater time was associated with larger effect size.
“The elapsed time between the last time the game was played and when the outcome was measured, was a significant moderator in the games’ effects, but only for behavior. More specifically, the greater the amount of time between the last game play and first post-test for behavior, the larger the effect size (Table 8).”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Findingown data
At the second post-test, the inverse relation between time and effect was also true for behavioral determinants.
“This inverse relation between time and effect was also true for behavioral determinants (Table 8).”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Findingown data
None of the other study characteristics were significant moderators of average effects on behavior, determinants, or clinical outcomes.
“None of the other study characteristics were significant moderators in the average effects on behavior, determinants or clinical outcomes.”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Findingown data
For behavioral determinants, games tailored only by change needs or stages of adoption had a lower effect size than games that were not tailored or tailored to both socio-demographics and change needs.
“For behavioral determinants, games tailored only by change needs or stages of adoption had a lower effect size than games which were not tailored or tailored to both socio-demographics and change needs.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Findingown data
Implementation method was not a significant moderator of game effectiveness for behavior, determinants, or clinical outcomes.
“Implementation method was not a significant moderator of game effectiveness for either behavior, determinants or clinical outcomes (Table 5–7).”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Findingown data
For behavior, games evaluated in a post-test only control group design had a lower average effect size (borderline significant) than games evaluated in other study designs.
“For behavior, games evaluated in a post-test only control groups design had a lower average effect size (borderline significant) than games evaluated in other study designs (Table 5).”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Findingown data
In this review, effects on self-efficacy were unexpectedly small.
“In our review, effects on self-efficacy were unexpectedly small.”
Quote in the paperNot a substantial claim - Findingown data
Serious digital games produce a significant but very small positive improvement in clinical outcomes (g=0.079, 95% CI 0.038 to 0.120).
“Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120).”
- Also stated in: § Effectiveness of games in changing healthy lifestyles · plain
“whereas the average effect size on clinical outcomes was very small, but significant (g=0.079 (95% CI 0.039; 0.120), n=9367, k=10)”
- Also stated in: § Discussion · plain
“The effects on clinical outcomes (g=0.08 at first measurement and g=0.10 at second measurement in our meta-analysis)”
Quote in the paperSubstantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Also stated in: § Effectiveness of games in changing healthy lifestyles · plain
- Findingown data
Serious digital games produce a small positive improvement in healthy lifestyle behavior (g=0.260, 95% CI 0.148 to 0.373).
“Findings showed serious games have small positive effects on healthy lifestyles (g=0.260, 95% CI 0.148; 0.373)”
- Also stated in: § Effectiveness of games in changing healthy lifestyles · plain
“The average effect size for behavior was positive, but small (g=0.260 (95% CI 0.148; 0.373), n=314790, k=21)”
- Also stated in: § Discussion · plain
“Overall, serious games increased healthy lifestyle adoption (g=0.260, 95% CI 0.148; 0.373)”
Quote in the paperSubstantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Also stated in: § Effectiveness of games in changing healthy lifestyles · plain
- Findingown data
The average total game duration in the included studies was 4 hours.
“Game duration in general was low, with a total average of 4 hours”
Quote in the paperNot a substantial claim - Findingown data
Game play duration was not significantly related to effectiveness.
“Similarly, game play duration was, contrary to expectations, not significantly related to effectiveness.”
Quote in the paperNot a substantial claim - Findingcitation
Differences in effect size were not found for mean age or gender.
“Differences in effect size were also not found for mean age or gender”
Quote in the paperSubstantial claim - Findingown data
Only two games in this review used dynamic tailoring.
“Only two games in our review used dynamic tailoring.”
Quote in the paperNot a substantial claim - Findingown data
The theoretical basis used to develop a serious game does not significantly moderate its effect on behavior or clinical outcomes.
“Third, as hypothesized, the theories used for game development are a significant element in the serious game’s effectiveness, but only on behavioral determinants and not on behavior or clinical outcomes.”
Quote in the paperSubstantial claim- Rests on an assumption: The theoretical foundation categories coded from the primary studies accurately represent the theories actually used in those games.
- Findingown data
Effect sizes of stand-alone games showed significant heterogeneity.
“Effect sizes of stand-alone games showed significant heterogeneity.”
Quote in the paperNot a substantial claim - Findingown data
The duration of the full intervention was not related to effectiveness.
“The duration of the full intervention did not relate to a different effectiveness”
Quote in the paperNot a substantial claim - Findingown data
Stand-alone games had a higher average effect size than games that were part of multi-component programs.
“despite a higher average effect size than games that were part of multi-component programs.”
Quote in the paperNot a substantial claim - Findingown data
Games evaluated as part of a multi-component program were effective.
“Both games evaluated as part of a multi-component program and as stand-alone games were effective”
Quote in the paperSubstantial claim - Findingown data
Games based only on behavioral prediction theories had the smallest effects in the meta-analysis.
“Merely using behavioral prediction theories was associated with the smallest effects in our meta-analysis”
Quote in the paperSubstantial claim- Rests on an assumption: The theoretical foundation categories coded from the primary studies accurately represent the theories actually used in those games.
- Findingown data
Stand-alone games were effective.
“Both games evaluated as part of a multi-component program and as stand-alone games were effective”
Quote in the paperSubstantial claim - Findingown data
At follow-up, effects on behavioral intention and self-efficacy were substantially reduced.
“Unfortunately, the effect on behavioral intention at follow-up measurement was substantially reduced, as was the case for self-efficacy, which is another determinant with a strong association with behavior change (Bartholomew, Parcel, Kok, Gottlieb, & Fernàndez 2011).”
Quote in the paperSubstantial claim - Findingown data
Some moderators did not explain heterogeneity in the effects of serious games.
“Some moderators did not explain heterogeneity in the games’ effects.”
Quote in the paperNot a substantial claim - Findingown data
The current findings did not support insufficient playing time as a reason for lack of effectiveness.
“Insufficient playing time was previously mentioned as a potential reason for lack of effectiveness (Rahmani & Boren 2012), but this was not supported by our findings.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Rahmani & Boren 2012 source
Not checked in the free run.
- Findingown data
The few game evaluations in this review using self-regulation theories and measuring self-efficacy did not show significantly higher effects than games without this theoretical foundation (Q=0.711, p=0.399).
“The few (n=5, k=1071) game evaluations in our review using these theories and measuring self-efficacy outcomes did nevertheless not show significantly higher effects than games without this theoretical foundation (Q=0.711, p=0.399).”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Findingown data
The theoretical basis used to develop a serious game significantly moderates its effect on behavioral determinants.
“Third, as hypothesized, the theories used for game development are a significant element in the serious game’s effectiveness, but only on behavioral determinants and not on behavior or clinical outcomes.”
Quote in the paperSubstantial claim- Rests on an assumption: The theoretical foundation categories coded from the primary studies accurately represent the theories actually used in those games.
- Findingown data
The effects on behavior of stand-alone games were only borderline significant (p=0.053).
“although the effects on behavior of stand-alone games were only borderline significant (p=0.053)”
Quote in the paperSubstantial claim - Findingown data
Serious games with a strong emphasis on game-based learning theories, whether alone or combined with behavioral prediction theories, were more effective than games based only on behavioral prediction theories.
“A strong focus on game-based learning theories (e.g. Transportation Theory) alone or combined with behavioral prediction theories (e.g. Social Cognitive Theory) related to higher game effectiveness than games founded only on behavioral prediction theories.”
Quote in the paperSubstantial claim- Rests on an assumption: The theoretical foundation categories coded from the primary studies accurately represent the theories actually used in those games.
- Findingnone given
Long-term effects were maintained for knowledge.
“Long-term effects were maintained for knowledge, but not for behavior.”
Quote in the paperSubstantial claim - Findingown data
Serious games had positive effects especially on knowledge.
“Findings indicated that serious games had positive effects on healthy lifestyles and their determinants, especially for knowledge, and on clinical outcomes.”
Quote in the paperSubstantial claim - Findingreasoning
Serious games benefited from a theoretical foundation in both behavioral prediction and game theories.
“and benefited from a theoretical foundation in both behavioral prediction and game theories.”
Quote in the paperSubstantial claim- Rests on an assumption: The theoretical foundation categories coded from the primary studies accurately represent the theories actually used in those games.
- Findingown data
Serious games had positive effects on healthy lifestyles and their determinants.
“Findings indicated that serious games had positive effects on healthy lifestyles and their determinants, especially for knowledge, and on clinical outcomes.”
Quote in the paperSubstantial claim - Findingnone given
Serious games were most effective when individually tailored to both socio-demographic and change need information.
“Serious games were best individually tailored to both socio-demographic and change need information”
Quote in the paperSubstantial claim - Findingnone given
Effects of serious games remain heterogeneous.
“Given that effects of games remain heterogeneous”
Quote in the paperSubstantial claim - Findingnone given
Serious games appealed to a variety of populations regardless of age and gender.
“and appealed to a variety of populations regardless of age and gender.”
Quote in the paperSubstantial claim - Findingnone given
Long-term effects were not maintained for behavior.
“Long-term effects were maintained for knowledge, but not for behavior.”
Quote in the paperSubstantial claim - Findingown data
Serious games had positive effects on clinical outcomes.
“Findings indicated that serious games had positive effects on healthy lifestyles and their determinants, especially for knowledge, and on clinical outcomes.”
Quote in the paperSubstantial claim - Findingnone given
There was no significant heterogeneity related to the various health domains included.
“There was, however, no significant heterogeneity related to the various health domains which were included.”
Quote in the paperNot a substantial claim - Premisecitation
Knowledge is easier to influence than other outcomes in health promotion and computer-delivered interventions.
“This is consistent with findings from general health promotion and computer-delivered interventions, that knowledge is easier to influence than other outcomes (Portnoy, Scott-Sheldon, Johnson, & Carey 2008).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Portnoy, Scott-Sheldon, Johnson, & Carey 2008 source
Not checked in the free run.
- Interpretationcitation
The effect of serious games on behavior is comparable to that of other computer-delivered interventions.
“The effect sizes on behavior were however in line with findings of two meta-analyses on computer-delivered interventions (range between 0.13 and 0.22 (Krebs, Prochaska, & Rossi 2010); and range between 0.04 and 0.35 (Portnoy, Scott-Sheldon, Johnson, & Carey 2008)). Hence, serious games for the promotion of healthy lifestyles may be considered as effective as other computer-delivered interventions.”
Quote in the paperSubstantial claim0 of 2 sources checked - Interpretationcitation
The effects of serious games on clinical outcomes are comparable to the available literature (d=0.10 in Portnoy et al., 2008).
“The effects on clinical outcomes (g=0.08 at first measurement and g=0.10 at second measurement in our meta-analysis) were also comparable to the available literature (d=0.10 in Portnoy et al., 2008).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Portnoy et al., 2008 source
Not checked in the free run.
- Premisecitation
The causal relationship between knowledge and behavior change is weak.
“Regrettably, this is often not the most relevant determinant since the causal relationship between knowledge and behavior change is weak (Bartholomew, Parcel, Kok, Gottlieb, & Fernàndez 2011).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Bartholomew, Parcel, Kok, Gottlieb, & Fernàndez 2011
Not checked in the free run.
- Premisecitation
Behavioral intention is often a strong predictor of behavior.
“The effect on the intention to change health behavior, which is often a strong predictor of behavior, is more promising.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Bartholomew, Parcel, Kok, Gottlieb, & Fernàndez 2011
Not checked in the free run.
- Interpretationcitation
A good blend of fun and educational elements is critical for serious game effectiveness.
“This finding supports hypotheses from previous articles suggesting that a good theoretical blending of the ‘fun’ and ‘educational’ element is critical in game effectiveness (Baranowski et al. 2011;DeShazo, Harris, & Pratt 2010;Kato 2012;Kharrazi, Lu, Gharghabi, & Coleman 2012;Papastergiou 2009).”
Quote in the paperSubstantial claim0 of 3 sources checked- cites Baranowski et al. 2011
Not checked in the free run.
- cites DeShazo, Harris, & Pratt 2010
Not checked in the free run.
- cites Kato 2012 source
Not checked in the free run.
- Rests on an assumption: The theoretical foundation categories coded from the primary studies accurately represent the theories actually used in those games.
- Interpretationreasoning
Serious games constitute a distinct intervention mode from computer-tailored programs, as indicated by the importance of game-based learning theories.
“While serious games share some characteristics with computer-tailored programs, the importance of game-based learning theories underlines the specificity of serious games as an intervention mode.”
Quote in the paperNot a substantial claim- Rests on an assumption: The theoretical foundation categories coded from the primary studies accurately represent the theories actually used in those games.
- Interpretationcitation
Serious games can work in various populations when their preferences are taken into account.
“confirming earlier findings that serious games can work in various populations (Primack, Carroll, McNamara, Klem, King, Rich, Chan, & Nayak 2012), when their preferences are taken into account (Brox et al. 2011).”
Quote in the paperSubstantial claim0 of 2 sources checked- cites Primack, Carroll, McNamara, Klem, King, Rich, Chan, & Nayak 2012
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- cites Brox et al. 2011 source
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- Premisecitation
A review of computer-tailored interventions also reported limited effects on self-efficacy.
“A review of computer-tailored interventions also reported limited effects on self-efficacy (Lustria et al. 2009).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Lustria et al. 2009 source
Not checked in the free run.
- Premisecitation
Serious games designed specifically for health promotion provide additional benefits compared to purely leisure games, for example by providing health-related information.
“Although several commercial off-the-shelf games have been effective in obtaining health benefits (Peng et al. 2011), serious games designed specifically for health promotion provide additional benefits compared to these purely leisure games, for example by providing health-related information (Kato 2010).”
Quote in the paperSubstantial claim0 of 2 sources checked - Premisecitation
Reviews of computer-tailored interventions have reported moderate effects for programs based only on behavioral prediction theories.
“whereas reviews on computer-tailored interventions have reported moderate effects for programs only based on behavioral prediction theories (Webb et al. 2010).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Webb et al. 2010 source
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- Study design and conductnone given
In some areas, analyses were likely statistically underpowered (e.g., mental health, social behavior, clinical outcomes).
“In some areas, analyses were likely statistically underpowered (e.g. mental health, social behavior, clinical outcomes).”
Quote in the paperNot a substantial claim - Interpretationreasoning
In Primack et al., length of intervention and time between intervention and measurement may be confounded because one-time interventions were likely measured immediately afterwards.
“Since they did not assess the time between the intervention and measurement, length of intervention and time between intervention and measurement may be confounded here, as effects of one-time interventions were likely to be measured immediately afterwards.”
Quote in the paperNot a substantial claim - Premisecitation
Primack et al.'s result was mostly influenced by the positive effects of one-time interventions.
“This result was mostly influenced by the solidly positive effects of one-time interventions (Primack, Carroll, McNamara, Klem, King, Rich, Chan, & Nayak 2012).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Primack, Carroll, McNamara, Klem, King, Rich, Chan, & Nayak 2012
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- Premisecitation
A meta-analysis of computer-delivered health promotion interventions found that intervention dose did not significantly relate to average intervention effect.
“a meta-analysis on computer-delivered interventions for health promotion also revealed that the dose of the intervention (ranging from 1 hour for stand-alone interventions to 4–8 hours per component in multi-component programs) did not significantly relate to the average intervention effect (Portnoy, Scott-Sheldon, Johnson, & Carey 2008).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Portnoy, Scott-Sheldon, Johnson, & Carey 2008 source
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- Study design and conductown data
Inter-rater reliability for coding game and behavioral change theories and methods was good (ICC=0.90).
“Inter-rater reliability was good (ICC=0.90).”
Quote in the paperNot a substantial claim - Study design and conductown data
Inter-rater reliability for quality assessment using the EPHPP tool was excellent (ICC=0.98).
“Quality of the studies using the EPHPP criteria was also independently coded by two coders sufficiently experienced in using this tool (ADS, SC), yielding excellent inter-rater reliability (ICC=0.98).”
Quote in the paperNot a substantial claim - Premisecitation
In computer-tailored interventions, tailoring showed the strongest effects when based on both theoretical concepts and user characteristics and performed via dynamic tailoring.
“Similarly, in computer-tailored interventions, tailoring showed the strongest effects when based on both theoretical concepts (e.g. stages of change, decisional balance, attitudes) and user characteristics (Noar et al. 2007) and performed via dynamic tailoring, in which tailoring is continuously adjusted during the intervention (Krebs, Prochaska, & Rossi 2010).”
Quote in the paperNot a substantial claim0 of 2 sources checked - Interpretationreasoning
Other factors, such as game features, may partially explain the high heterogeneity in effects.
“Second, other factors (e.g. game features), may partially explain the high heterogeneity which indicates results should be treated with caution.”
Quote in the paperNot a substantial claim
- May combine two claims. 24
- Classified as probably not a substantial claim. 19
May combine two claims.
Findingown dataAfter trim-and-fill adjustment for publication bias, the average effect on behavioral determinants was reduced to g=0.179 (95% CI 0.104 to 0.254) but remained significant.
“Using Duval’s and Tweedie’s Trim and Fill approach to impute missing studies to the left of the mean, adjusted average g for behavioral determinants was reduced to g=0.179 (95% CI 0.104; 0.254) but remained significant.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
May combine two claims.
Findingown dataAmong specific behavioral determinants, the largest effects were found for improvement in knowledge and attitudes, but all effect sizes were small.
“Among specific behavioral determinants, the largest effects were found for improvement in knowledge and attitudes; however, all effect sizes were small.”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
May combine two claims.
Findingown dataThe type of theoretical foundation significantly affected effectiveness for behavioral determinants, but not for behavior or clinical outcomes.
“The type of theoretical foundation significantly affected effectiveness for behavioral determinants, but not for behavior or clinical outcomes (Table 5–7).”
Quote in the paperSubstantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
May combine two claims.
Findingown dataNeither average age of participants nor percentage of women in the sample was a significant moderator of game effectiveness on behavior, determinants, or clinical outcomes.
“Neither the average age of participants nor the percentage of women in the sample was a significant moderator on game effectiveness on behavior, determinants or clinical outcomes (note: only one game for the elderly was included) (Table 8).”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
May combine two claims.
Findingown dataPublication bias could not be ruled out for effects on behavioral determinants, with smaller published studies tending to report larger effects.
“Funnel plot and Egger’s Test (t(48)=6.042, p<.001) indicated publication bias could not be ruled out for effects on behavioral determinants with a tendency for smaller published studies to report higher effect sizes.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
May combine two claims.
Findingown dataIndividual tailoring was a significant moderator of effects on behavioral determinants, but not of effects on behavior or clinical outcomes.
“Individual tailoring was only a significant moderator for the effects on behavioral determinants, but not for behavior or clinical outcomes (Table 5–7).”
Quote in the paperSubstantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
May combine two claims.
Findingown dataBoth stand-alone and multi-component implementation had significant average effects for behavioral determinants and clinical outcomes; stand-alone games' effects on behavior showed only a trend to significance.
“Both forms of implementation had significant average effect sizes for behavioral determinants and clinical outcomes. Average effects on behavior of stand-alone games however showed only a trend to significance.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
May combine two claims.
Findingown dataGames based purely on behavioral prediction theories had the lowest average effect size, although their effects were still significant.
“Games based purely on behavioral prediction theories had the lowest average effect size. Their effects were however still significant (Table 6).”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
May combine two claims.
Findingown dataStudy quality did not significantly affect effectiveness for behavior, determinants, or clinical outcomes.
“The quality of the study did not significantly affect the effectiveness for behavior, determinants or clinical outcomes (Table 5–7).”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
May combine two claims.
Findingown dataEgger's test for publication bias was not significant for effects on behavior or clinical outcomes.
“For effects on behavior (t(19)=1.51, p=0.07) and on clinical outcomes (t(8)=0.762, p=0.233), Egger’s Test on publication bias was not significant.”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
May combine two claims.
Findingown dataThere was high heterogeneity between games' effects for behavior and behavioral determinants at both first post-test and follow-up, but not for clinical outcomes.
“There was high heterogeneity between games’ effects for behavior and behavioral determinants, both at first post-test and at follow-up test, but not for clinical outcomes.”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
May combine two claims.
Findingown dataAt the second post-test, average effects on behavioral determinants and clinical outcomes were significant and similar in magnitude to the first post-test.
“For behavioral determinants and clinical outcomes, average effect size at second post-test measurement was significant and of similar magnitude as at first post-measurement (Table 3).”
- Also stated in: § Abstract · plain
“Long-term effects were maintained for all outcomes except for behavior.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Also stated in: § Abstract · plain
May combine two claims.
Findingown dataAt the second post-test, the average effect on behavior was smaller than at the first post-test and did not reach statistical significance.
“Average effect size for behavior at second post-test measurement was smaller than at first post-intervention measurement and failed to reach significance (p=.07).”
- Also stated in: § Discussion · plain
“Although effects at follow-up measurement were significant and positive for most outcomes, they were smaller than at the immediate post-measurement, and failed to reach significance for behavior.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
- Also stated in: § Discussion · plain
May combine two claims.
Findingown dataAt the second post-test, average effect size remained highest for knowledge and approximated a moderate effect size, but average effects were smaller for other behavioral determinants compared to first post-measurement.
“At second post-test, average effect size remained highest for knowledge and approximated a moderate effect size, but average effects were smaller for other behavioral determinants compared to first post-measurement (with the exception of subjective norms, measured in only one study) (Table 4).”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
Probably not a substantial claim: may not pass S4 (based).
Findingnone givenNo meta-analysis of serious games for healthy lifestyle promotion had been reported prior to this study.
“As yet, no meta-analysis of serious games for healthy lifestyle promotion has been reported.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingnone givenIn the included game studies, the theoretical foundation was often mentioned briefly, but how theoretical techniques were applied to target outcomes was not described.
“Often game studies briefly mentioned which theoretical foundation was used, but not how theoretical techniques were applied to address the target outcome.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenSerious games were effective either as a stand-alone or multi-component program.
“They were effective either as a stand-alone or multi-component program”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown dataThe relation between time and effect on behavior is curvilinear, with a minimal time needed to practice the behavior at first post-test but longer follow-up showing smaller effects.
“suggesting a curvilinear relation, in which a minimal time is needed to practice the behavior at first post-test to have effects, but where a longer follow-up time showed smaller effects on behavior.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationSelf-efficacy has a strong association with behavior change.
“as was the case for self-efficacy, which is another determinant with a strong association with behavior change (Bartholomew, Parcel, Kok, Gottlieb, & Fernàndez 2011).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Bartholomew, Parcel, Kok, Gottlieb, & Fernàndez 2011
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationGames are thought to provide a good medium for increasing self-efficacy because they offer enactive experience in a safe environment without real-life consequences.
“Games are thought to provide a good medium for increasing self-efficacy as they offer the opportunity for enactive experience in a safe environment, without real-life consequences to making wrong decisions (Peng 2008;Prensky 2007).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Peng 2008 source
Not checked in the free run.
- cites Prensky 2007
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
InterpretationcitationOther game characteristics may influence game effectiveness and may be applied differently in stand-alone or multi-component games.
“Many other game characteristics (e.g. use of a narrative, challenge in the game, co-design, scaffolding levels) (Kapp 2012;Lu, Baranowski, Thompson, & Buday 2012) may influence game effectiveness and may be applied differently in stand-alone or multi-component games.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Kapp 2012
Not checked in the free run.
- cites Lu, Baranowski, Thompson, & Buday 2012
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationOther studies have reported that theory terminology is used inconsistently across interventions, with one term representing different techniques and different labels used for the same technique.
“Other studies have indeed reported that the terminology of theories is not used in a consistent manner across interventions and that one term may be used to represent different techniques, as well as that different labels may be used for the same technique (Michie et al. 2011a).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Michie et al. 2011a
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
InterpretationreasoningInterpretation and application of theories may have varied across the game studies.
“Interpretation and application of theories may therefore have been different across game studies.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationown dataIt appeared insufficient to tailor games only to behavioral change needs; games are best tailored by both socio-demographic information and behavioral change needs.
“It appeared insufficient to tailor games only to behavioral change needs, instead games are best tailored by both socio-demographic information (e.g. age, gender, body frame) and behavioral change needs (e.g. current level of lifestyle adoption, already acquired knowledge, stages of change, or motivation).”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductown dataOne study's outcome exceeded the outlier threshold and was removed from analyses.
“For one study (Jantz et al. 2002) the effect size of one outcome exceeded the outlier threshold; this outcome was hence removed from the analyses.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Jantz et al. 2002 source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationUse of self-regulation theories has been recommended to improve effectiveness of computer-tailored interventions.
“For computer-tailored interventions, the use of self-regulation theories has been recommended to improve effectiveness (Lustria, Cortese, Noar, & Glueckauf 2009).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Lustria, Cortese, Noar, & Glueckauf 2009 source
Not checked in the free run.
May combine two claims.
PremisecitationMethods used in non-game healthy lifestyle interventions to maintain long-term effect on behavior include reinforcement, booster sessions, tailored reminders, self-regulation, anticipatory coping, Motivational Interviewing, and multi-level environmental changes.
“Methods used in non-game healthy lifestyle interventions to maintain a long-term effect on behavior were providing reinforcement throughout follow-up, having booster sessions, sending tailored reminders, using self-regulation and anticipatory coping techniques to deal with potential relapse, integrating Motivational Interviewing techniques and creating healthy-behavior-facilitating changes in the”
Quote in the paperNot a substantial claim0 of 3 sources checkedProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationFor games, dynamic tailoring has been recommended based on difficulty level to ensure flow and optimal challenge.
“For games, dynamic tailoring has been recommended based on the difficulty level the player can master (e.g. via providing hints when the challenge is too hard), to ensure flow and to provide all players with an optimal level of challenge (Charles et al. 2005;Wilson et al. 2009).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Charles et al. 2005
Not checked in the free run.
- cites Wilson et al. 2009 source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationLeisure games are played 7 hours per week on average.
“while leisure games are played 7 hours per week on average (Boyle, Connolly, Hainey, & Boyle 2012).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Boyle, Connolly, Hainey, & Boyle 2012
Not checked in the free run.
Classified as probably not a substantial claim.
Study design and conductown dataThe current meta-analysis coded intervention duration and time until measurement separately.
“These were coded separately in our meta-analyses, singling out effect of intervention duration versus duration until measurement.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationPrimack et al. reported that interventions lasting fewer than 12 weeks more often achieved their objectives than longer interventions.
“They reported that interventions lasting fewer than 12 weeks more often achieved their objectives than interventions lasting longer.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Primack, Carroll, McNamara, Klem, King, Rich, Chan, & Nayak 2012
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationDecreasing risky behavior may be harder to achieve than increasing health-promoting behavior.
“Decreasing risky behavior may be harder to achieve than increasing health-promoting behavior (Adriaanse et al. 2011).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Adriaanse et al. 2011 source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenThe meta-analysis did not distinguish between reducing unhealthy behavior and increasing healthy actions.
“Our meta-analysis did not distinguish between reducing unhealthy behavior or increasing healthy actions.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataGame features were not included as moderators in the meta-analysis.
“These features were not included here.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductnone givenThe review included various types of health behaviors, which may be difficult to compare.
“Lastly, this review included various types of health behaviors, which may be difficult to compare.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Study design and conductnone givenPublication bias is a concern, and reported effect sizes may be overestimated (e.g., for behavioral determinants).
“Third, publication bias is always a concern: reported effect sizes may be overestimated (e.g. behavioral determinants).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenThe analyses were limited by the information available in the manuscripts and obtained from researchers.
“The analyses were furthermore limited by the information available in the manuscripts and that additionally obtained from the researchers.”
Quote in the paperNot a substantial claim
The authors state this as an assumption.
The pre-test-post-test correlation is 0.50 for effect size calculation.
“pre-test-post-test correlations set lower (0.20) and higher (0.80) than the standard assumption of 0.50”
The paper relies on this without support.
The theoretical foundation categories coded from the primary studies accurately represent the theories actually used in those games.
“Often game studies briefly mentioned which theoretical foundation was used, but not how theoretical techniques were applied to address the target outcome.”
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
The most comparable serious games for health meta-analysis (DeSmet et al., 2014) found 53 studies published between 1989 and 2013 (average 2 studies/year).
“The most comparable serious games for health meta-analysis in terms of inclusion and exclusion criteria is DeSmet et al. (2014), which found 53 studies published between 1989 and 2013 (avg. 2 studies/year).”
From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as DeSmet et al. (2014)
The Results report 54 included papers, not the claimed 53. The Methods say the search ran through July 2013, and the References include a 1989 study, but the cited passages do not establish the claimed publication range or state an average of two studies per year. Page numbers are unavailable in our copy. (LLM, conf=0.89)
Experimental — accuracy not yet measuredSeveral controlled trials of serious games have shown effects on real-world behaviors in diverse patient groups.
“Although the scientific evaluation of serious games precludes making conclusive statements about their impact on “real-world” behaviors, several controlled trials of serious games have shown to affect these behaviors in diverse patient groups [42].”
A zeitgeist has emerged in the medical and educational fields for applied or serious games as tools for enhancing medical care.
“A zeitgeist has emerged in the medical and educational fields for applied or “serious” games as tools for enhancing medical care [58-61].”
From Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint (2019) · cites this paper as [59]
Statistics recomputed
Every reported test result, recomputed from its test statistic and degrees of freedom. A result shows as not adding up only once an independent check has confirmed it.
- Not confirmedt(19) = 1.51reported p = .07 · recomputed p = .147
“t(19)=1.51, p = .07”
- Not confirmedt(8) = 0.762reported p = .233 · recomputed p = .468
“t(8)=0.762, p = .233”
- Consistentt(48) = 6.042reported p < .001 · recomputed p < .001
“t(48)=6.042, p < .001”
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Clinical-outcome confidence interval has two lower bounds
MinorThe abstract gives the lower bound of the first-post-test clinical-outcome confidence interval as 0.038, while the Results give it as 0.039 for the same effect estimate.
“Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120).”
“the average effect size on clinical outcomes was very small, but significant (g=0.079 (95% CI 0.039; 0.120), n=9367, k=10)”
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“Other studies have indeed reported that the terminology of theories is not used in a consistent manner across interventions and that one term may be used to represent different techniques, as well as that different labels may be used for the same technique (Michie et al., 2011a).”
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How should meta‐regression analyses be undertaken and interpreted?
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MethodA systematic literature review of empirical evidence on computer games and serious games
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“Serious games are theorized to derive their learning effects from at least three sources: 1) by creating immersion or transportation, a state in which the player becomes absorbed in the play without disbelief, while creating personally relevant experiences and deep affection for the characters; 2) by establishing flow…”
BackgroundHuber, M., Knottnerus, J. A., Green, L., van der Horst, H. E., Jadad, A. R., Kromhout, D., Leonard, B. E., Lorig, K. R., Loureiro, I., Meer, J. W. M. V. D., et al. (2011) · BMJ · doi:10.1136/bmj.d4163 · Cited by 2,644 · cited 2× · see citing works
“Healthy lifestyles were defined as the ability to adapt and self manage mental, social and physical health, in line with a recent conceptualization of health (Huber et al., 2011).”
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“Merely using behavioral prediction theories was associated with the smallest effects in our meta-analysis, whereas reviews on computer-tailored interventions have reported moderate effects for programs only based on behavioral prediction theories (Webb et al., 2010).”
MethodDoes tailoring matter? Meta-analytic review of tailored print health behavior change interventions
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BackgroundAn active and socially integrated lifestyle in late life might protect against dementia
Fratiglioni, L., Paillard-Borg, S., & Winblad, B. (2004) · The Lancet Neurology · doi:10.1016/s1474-4422(04)00767-7 · Cited by 2,135 · cited 1× · see citing works
“…differences between studies, and concluded that reasons 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.,…”
BackgroundPlanning health promotion programs an intervention mapping approach
Bartholomew, L. K., Parcel, G. S., Kok, G., & Gottlieb, N. (2006) · Cited by 2,038 · see citing works
A meta-analysis of the cognitive and motivational effects of serious games.
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“…techniques to deal with potential relapse, integrating Motivational Interviewing techniques and creating healthy-behavior-facilitating changes in the environment via multi-level programs (Jacobs et al., 2004; Lustria et al., 2009; Martins and McNeil, 2009; Norris et al., 2001; Orleans, 2000).”
MethodMichie, S., Ashford, S., Sniehotta, F. F., Dombrowski, S. U., Bishop, A., & French, D. P. (2011) · Psychology & Health · doi:10.1080/08870446.2010.540664 · Cited by 1,756 · cited 2× · see citing works
“More detailed process descriptions on how theory guided change in specific target outcomes, e.g. using the Intervention Mapping Protocol (Bartholomew et al., 2011) or the Behavior Change Wheel (Michie et al., 2011b), are needed.”
BackgroundThe Health-Promoting Lifestyle Profile: development and psychometric characteristics.
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The Health-Promoting Lifestyle Profile: Development and Psychometric Characteristics
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“These categories were based on the dimensions in the Health-Promoting Lifestyle Profile (Walker et al., 1987), and can be considereddifferent, yet interrelated, healthy lifestyles.”
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“An exception was the review of Baranowski et al. which included games for healthy diet, physical activity and illness self-management (Baranowski et al., 2008).”
BackgroundInfluentialSelf-citationFoundations of Clinical Research
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A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES
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“Furthermore, strategies recommended to overcome low reach and adoption of computer-tailored interventions, such as higher interactivity and visual attractiveness (Crutzen et al., 2008, 2011), are inherent in serious games.”
BackgroundA meta-analysis of computer-tailored interventions for health behavior change
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Serious games : mechanisms and effects
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“…concentration in which the player experiences a balance between skills and challenge; and 3) by meeting the individuals' needs for mastery, autonomy, connectedness, arousal, diversion, fantasy, or challenge (Annetta, 2010; Boyle et al., 2012; Connolly et al., 2012; Kapp, 2012; Lu et al., 2012).”
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“…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).”
BackgroundResultInfluentialReview of Motivational Interviewing in promoting health behaviors
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“…or leisure purposes (e.g. commercial exergames such as Wii) Digital game Includes all games using computer technologies as the delivery media (Mäyrä, 2008) Games not played on digital media (e.g. board games) For healthy lifestyle promotion Health behaviors covered in this review were…”
Computer-tailored health interventions delivered over the web: Review and analysis of key components
Lustria, M. L. A., Cortese, J., Noar, S. M., & Glueckauf, R. L. (2009) · Patient Education and Counseling · doi:10.1016/j.pec.2008.08.023 · Cited by 566 · cited 1× · see citing works
“…techniques to deal with potential relapse, integrating Motivational Interviewing techniques and creating healthy-behavior-facilitating changes in the environment via multi-level programs (Jacobs et al., 2004; Lustria et al., 2009; Martins and McNeil, 2009; Norris et al., 2001; Orleans, 2000).”
MethodHuizenga, J. C., Admiraal, W., Akkerman, S. F., & Dam, G. T. M. T. (2009) · Journal of Computer Assisted Learning · doi:10.1111/j.1365-2729.2009.00316.x · Cited by 562 · cited 1× · see citing works
“An educational game showed that, possibly, more time may be needed to create learning effects via game-based learning than with traditional methods (Huizenga et al., 2009).”
BackgroundRelationships Between Game Attributes and Learning Outcomes: Review and Research Proposals
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“For games, dynamic tailoring has been recommended based on the difficulty level the player canmaster (e.g. via providing hints when the challenge is too hard), to ensure flow and to provide all players with an optimal level of challenge (Charles et al., 2005; Wilson et al., 2009).”
BackgroundStudents’ perceptions about the use of video games in the classroom
Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2009) · Computers & Education · doi:10.1016/j.compedu.2009.10.022 · Cited by 510 · cited 1× · see citing works
“Players of educational games, however, also appeared to be willing to spend more learning time on games than on learning via traditional methods, provided that the challenge in the game was feasible (Bourgonjon et al., 2010; Squire, 2005).”
BackgroundVideo Games in Health Care: Closing the Gap
Kato, P. M. (2010) · Review of General Psychology · doi:10.1037/a0019441 · Cited by 502 · cited 3× · see citing works
“…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).”
BackgroundRole of Video Games in Improving Health-Related Outcomes
Primack, B. A., Carroll, M. V., McNamara, M., Klem, M. L., King, B. E., Rich, M., Chan, C. W., & Nayak, S. (2012) · American Journal of Preventive Medicine · doi:10.1016/j.amepre.2012.02.023 · Cited by 486 · cited 4× · see citing works
“The duration of the full intervention did not relate to a different effectiveness, in contrast with the finding of Primack et al. (2012).”
BackgroundResultInfluentialThe “I's” Have It: A Framework for Serious Educational Game Design
Annetta, L. A. (2010) · Review of General Psychology · doi:10.1037/a0018985 · Cited by 483 · cited 2× · see citing works
“Serious games are theorized to derive their learning effects from at least three sources: 1) by creating immersion or transportation, a state in which the player becomes absorbed in the play without disbelief, while creating personally relevant experiences and deep affection for the characters; 2) by establishing flow…”
BackgroundEducational video game for juvenile diabetes: results of a controlled trial
Brown, S. J., Lieberman, D. A., Gemeny, B. A., Fan, Y. C., Wilson, D. M., & Pasta, D. J. (1997) · Medical Informatics · doi:10.3109/14639239709089835 · Cited by 477 · see citing works
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Adriaanse, M. A., Vinkers, C. D. W., De Ridder, D. T. D., Hox, J. J., & De Wit, J. B. F. (2011) · Appetite · doi:10.1016/j.appet.2010.10.012 · Cited by 455 · cited 1× · see citing works
“Decreasing risky behavior may be harder to achieve than increasing health-promoting behavior (Adriaanse et al., 2011).”
BackgroundPortnoy, D. B., Scott-Sheldon, L. A. J., Johnson, B. T., & Carey, M. P. (2008) · Preventive Medicine · doi:10.1016/j.ypmed.2008.02.014 · Cited by 451 · see citing works
Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games
Peng, W., Lin, J.-H., & Crouse, J. (2011) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2010.0578 · Cited by 431 · cited 3× · see citing works
“…were coded: 1) Pre-test – post-test with control group (randomized on individual level); 2) pre-test – post-test with non-equivalent control group (randomized at group level); 3) post-test only controlgroupdesign;and4)non-equivalentpost-testonlycontrolgroupdesign (Portney and Watkins, 2009).”
BackgroundMethodInterventions Using New Digital Media to Improve Adolescent Sexual Health: A Systematic Review
Guse, K., Levine, D., Martins, S. L., Lira, A., Gaarde, J., Westmorland, W., & Gilliam, M. L. (2012) · Journal of Adolescent Health · doi:10.1016/j.jadohealth.2012.03.014 · Cited by 431 · see citing works
Peng, W., Lin, J.-H., Pfeiffer, K. A., & Winn, B. (2012) · Media Psychology · doi:10.1080/15213269.2012.673850 · Cited by 426 · see citing works
Changing the Game: What Happens When Video Games Enter the Classroom?
Squire, K. D. (2005) · Innovate · Cited by 409 · see citing works
Behavioral determinants of healthy aging1
Peel, N. M., McClure, R., & Bartlett, H. (2005) · American Journal of Preventive Medicine · doi:10.1016/j.amepre.2004.12.002 · Cited by 388 · cited 1× · see citing works
“Games are thought to provide a good medium for increasing self-ef fi cacy as they offer the opportunity for enactive experience in a safe environment, without real-life consequences to making wrong decisions (Peng, 2008; Prensky, 2007).”
BackgroundBeaumont, R., & Sofronoff, K. (2008) · Journal of Child Psychology and Psychiatry · doi:10.1111/j.1469-7610.2008.01920.x · Cited by 384 · see citing works
Motivators and barriers for physical activity in the oldest old: A systematic review
Baert, V., Gorus, E., Mets, T. F., Geerts, C., & Bautmans, I. (2011) · Ageing Research Reviews · doi:10.1016/j.arr.2011.04.001 · Cited by 379 · cited 1× · see citing works
“Healthy lifestyle adoption and maintenance, however, are often hindered by motivational issues, lack of time to participate in health promotion programs, and the interventions' low reach into the target group (Baert et al., 2011; McGuire et al., 2013; Toobert et al., 2002).”
BackgroundThompson, D. I., Baranowski, T., Buday, R., Baranowski, J. C., Thompson, V. J., Jago, R., & Griffith, M. J. (2008) · Simulation & Gaming · doi:10.1177/1046878108328087 · Cited by 366 · cited 1× · see citing works
“…information, modeling of positive health behaviors, the creation of opportunities to practice healthy lifestyle skills (Kato, 2010), by changing mediators (e.g. selfregulatory skill development), and by applying change procedures (e.g. tailoring and goal-setting) (Thompson et al., 2010, 2012).”
MethodSelf-citationTanaka, J. W., Wolf, J. M., Klaiman, C., Koenig, K., Cockburn, J., Herlihy, L., Brown, C., Stahl, S., Kaiser, M. D., & Schultz, R. T. (2010) · Journal of Child Psychology and Psychiatry · doi:10.1111/j.1469-7610.2010.02258.x · Cited by 318 · see citing works
Baranowski, T., Baranowski, J. C., Cullen, K. W., Marsh, T., Islam, N. G., Zakeri, I., Honess-Morreale, L., & deMoor, C. (2003) · American Journal of Preventive Medicine · doi:10.1016/s0749-3797(02)00570-6 · Cited by 316 · see citing works
Self-citationIncreasing Nutrition Literacy: Testing the Effectiveness of Print, Web site, and Game Modalities
Silk, K. J., Sherry, J., Winn, B. M., Keesecker, N. M., Horodynski, M. A. O., & Sayir, A. (2008) · Journal of Nutrition Education and Behavior · doi:10.1016/j.jneb.2007.08.012 · Cited by 284 · see citing works
Self-regulatory Processes in the Adoption and Maintenance of Health Behaviors
Schwarzer, R. (1999) · Journal of Health Psychology · doi:10.1177/135910539900400208 · Cited by 274 · see citing works
Internet-Enabled Interactive Multimedia Asthma Education Program: A Randomized Trial
Krishna, S., Francisco, B. D., Balas, E. A., König, P., Graff, G. R., & Madsen, R. (2003) · PEDIATRICS · doi:10.1542/peds.111.3.503 · Cited by 274 · see citing works
Going to scale: A nonrandomized nationwide trial of the KiVa antibullying program for grades 1–9.
Kärnä, A., Voeten, M., Little, T. D., Poskiparta, E., Alanen, E., & Salmivalli, C. (2011) · Journal of Consulting and Clinical Psychology · doi:10.1037/a0025740 · Cited by 237 · see citing works
Video Game Play, Child Diet, and Physical Activity Behavior Change
Baranowski, T., Baranowski, J. C., Thompson, D. I., Buday, R., Jago, R., Griffith, M. J., Islam, N. G., Nguyen, N. T., & Watson, K. B. (2010) · American Journal of Preventive Medicine · doi:10.1016/j.amepre.2010.09.029 · Cited by 229 · cited 1× · see citing works
“This finding supports hypotheses from previous articles suggesting that a good theoretical blending of the ‘fun’ and ‘educational’ element is critical in game effectiveness (Baranowski et al., 2011; DeShazo et al., 2010; Kato, 2012; Kharrazi et al., 2012; Papastergiou, 2009).”
ResultSelf-citationSchrader, C., & Bastiaens, T. J. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2011.11.011 · Cited by 211 · cited 1× · see citing works
“…to increase game enjoymentwere found to increase cognitive load and decrease the performance on the educational task: players were focusing onmastering the game requirements, which competed with the cognitive resources available to grasp the educational content (Schrader and Bastiaens, 2012).”
BackgroundIt's Your Game: Keep It Real: Delaying Sexual Behavior with an Effective Middle School Program
Tortolero, S. R., Markham, C. M., Peskin, M. F., Shegog, R., Addy, R. C., Escobar‐Chaves, S. L., & Baumler, E. R. (2009) · Journal of Adolescent Health · doi:10.1016/j.jadohealth.2009.06.008 · Cited by 203 · see citing works
Online video game therapy for mental health concerns: a review
Wilkinson, N., Ang, R. P., & Goh, D. H. (2008) · International Journal of Social Psychiatry · doi:10.1177/0020764008091659 · Cited by 194 · cited 1× · see citing works
“For games, dynamic tailoringhas been recommended based on the dif fi culty level the player can master (e.g. via providing hints when the challenge is too hard), to ensure fl ow and to provide all players with an optimal level of challenge (Charles et al., 2005; Wilson et al., 2009).”
MethodA GAME-BASED LEARNING APPROACH TO IMPROVING STUDENTS' LEARNING ACHIEVEMENTS IN A NUTRITION COURSE
Yien, J.-M., Hung, C., Hwang, G., & Lin, Y.-C. (2011) · The Turkish Online Journal of Educational Technology · Cited by 194 · see citing works
Design and Evaluation of a Computer Game to Promote a Healthy Diet for Young Adults
Peng, W. (2009) · Health Communication · doi:10.1080/10410230802676490 · Cited by 187 · see citing works
Orleans, C. T. (2000) · Health Psychology · doi:10.1037/0278-6133.19.suppl1.76 · Cited by 174 · cited 1× · see citing works
“…techniques to deal with potential relapse, integrating Motivational Interviewing techniques and creating healthy-behavior-facilitating changes in the environment via multi-level programs (Jacobs et al., 2004; Lustria et al., 2009; Martins and McNeil, 2009; Norris et al., 2001; Orleans, 2000).”
MethodBartholomew, L. K., Gold, R. S., Parcel, G. S., Czyzewski, D. I., Sockrider, M. M., Fernández, M., Shegog, R., & Swank, P. R. (2000) · Patient Education and Counseling · doi:10.1016/s0738-3991(99)00046-4 · Cited by 173 · see citing works
Relationship between physical activity and general mental health
Kim, Y. S., Park, Y. S., Allegrante, J. P., Marks, R., Ok, H., Ok Cho, K., & Garber, C. E. (2012) · Preventive Medicine · doi:10.1016/j.ypmed.2012.08.021 · Cited by 169 · cited 1× · see citing works
“…lifestyles comprise an array of potentially modifiable behaviors that can prevent a wide range of diseases, such as some cancers, cardiovascular diseases, stroke, dementia, mental illness, and diabetes (Fratiglioni et al., 2004; Kim et al., 2012; Lopez et al., 2006; Peel et al., 2005).”
BackgroundStory Immersion of Videogames for Youth Health Promotion: A Review of Literature
Lu, A. S., Baranowski, T., Thompson, D. I., & Buday, R. (2012) · Games for Health Journal · doi:10.1089/g4h.2011.0012 · Cited by 161 · cited 3× · see citing works
“…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).”
BackgroundSelf-citationAsztalos, M., Bourdeaudhuij, I. D., & Cardon, G. (2009) · Public Health Nutrition · doi:10.1017/s1368980009992825 · Cited by 160 · cited 1× · see citing works
“Forexample, physical activity behaviors may also have mental health promoting effects (Asztalos et al., 2009).”
BackgroundSelf-citationGender and player characteristics in video game play of preadolescents
Homer, B. D., Hayward, E. O., Frye, J., & Plass, J. L. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2012.04.018 · Cited by 159 · see citing works
Crutzen, R., de Nooijer, J., Brouwer, W., Oenema, A., Brug, J., & de Vries, N. K. (2011) · Health Education & Behavior · doi:10.1177/1090198110372878 · Cited by 158 · cited 1× · see citing works
“Furthermore, strategies recommended to overcome low reach and adoption of computer-tailored interventions, such as higher interactivity and visual attractiveness (Crutzen et al., 2008, 2011), are inherent in serious games.”
BackgroundAn introduction to game studies
Mäyrä, F. (2008) · Cited by 150 · see citing works
Player-Centred Game Design: Player Modelling and Adaptive Digital Games
Charles, D. K., McNeill, M., McAlister, M., et al. (2005) · Maynooth University ePrints and eTheses Archive (Maynooth University) · Cited by 148 · see citing works
Planning Health Promotion Programs
Hicking-Woodison, L. (2017) · Nursing Management · doi:10.7748/nm.24.7.21.s24 · Cited by 146 · see citing works
Dias, M. R. G., & Agante, L. (2011) · Journal of Consumer Behaviour · doi:10.1002/cb.359 · Cited by 138 · see citing works
A Scoping Review of Health Game Research: Past, Present, and Future
Kharrazi, H. H. K., Lu, A. S., Gharghabi, F., & Coleman, W. T. (2012) · Games for Health Journal · doi:10.1089/g4h.2012.0011 · Cited by 136 · cited 1× · see citing works
“Healthy lifestyles comprise an array of potentially modi fi able behaviors that can prevent a wide range of diseases, such as some cancers, cardiovascular diseases, stroke, dementia, mental illness, and diabetes (Fratiglioni et al., 2004; Kim et al., 2012; Lopez et al., 2006; Peel et al., 2005).”
BackgroundFolkvord, F., Anschütz, D. J., Buijzen, M., & Valkenburg, P. M. (2012) · American Journal of Clinical Nutrition · doi:10.3945/ajcn.112.047126 · Cited by 128 · see citing works
(2007) · Springer eBooks · doi:10.1007/978-0-387-72661-8_13 · Cited by 128 · see citing works
Moving Beyond the Stigma: Systematic Review of Video Games and Their Potential to Combat Obesity
Guy, S. D., Ratzki‐Leewing, A. A., & Gwadry-Sridhar, F. H. (2011) · International Journal of Hypertension · doi:10.4061/2011/179124 · Cited by 124 · cited 2× · see citing works
“Reviews on healthy lifestyles mostly focused on a single health behavior (e.g. Guy et al, 2011, on obesity prevention) or focused on one specific age group (e.g. Guse et al, 2012, on sexual health among adolescents).”
BackgroundCampbell, M. K. (1999) · Health Education Research · doi:10.1093/her/14.2.257 · Cited by 124 · see citing works
Fit for Life Boy Scout badge: Outcome evaluation of a troop and Internet intervention
Jago, R., Baranowski, T., Baranowski, J. C., Thompson, D. I., Cullen, K. W., Watson, K., & Liu, Y. (2006) · Preventive Medicine · doi:10.1016/j.ypmed.2005.12.010 · Cited by 119 · see citing works
Self-citationSpace Fortress game training and executive control in older adults: A pilot intervention
Stern, Y., Blumen, H. M., Rich, L. W., Richards, A., Herzberg, G., & Gopher, D. (2011) · Aging Neuropsychology and Cognition · doi:10.1080/13825585.2011.613450 · Cited by 119 · see citing works
Healthy gaming — video game design to promote health
Fernandez-Luque, L., Tøllefsen, T., & Brox, E. (2011) · Applied Clinical Informatics · doi:10.4338/aci-2010-10-r-0060 · Cited by 118 · cited 2× · see citing works
“Differences in effect sizewere also not found formean age or gender, confirming earlier findings that serious games can work in various populations (Primack et al., 2012), when their preferences are taken into account (Brox et al., 2011).”
BackgroundResultEffective Intervention or Child's Play? A Review of Video Games for Diabetes Education
DeShazo, J. P., Harris, L. T., & Pratt, W. (2010) · Diabetes Technology & Therapeutics · doi:10.1089/dia.2010.0030 · Cited by 113 · cited 4× · see citing works
“All reviews noted large differences between studies, and concluded that reasons 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,…”
BackgroundResultInfluentialIf you build it, will they come?
Toobert, D. J., Strycker, L., Glasgow, R., & Bagdade, J. (2002) · Patient Education and Counseling · doi:10.1016/s0738-3991(02)00120-9 · Cited by 113 · cited 1× · see citing works
“Healthy lifestyle adoption and maintenance, however, are often hindered by motivational issues, lack of time to participate in health promotion programs, and the interventions' low reach into the target group (Baert et al., 2011; McGuire et al., 2013; Toobert et al., 2002).”
BackgroundVirtual learning intervention to reduce bullying victimization in primary school: a controlled trial
Σαπουνά, Μ., Dieter Wolke, C., Vannini, N., Watson, S., Woods, S. N., Schneider, W., Enz, S., Hall, L. E., Paiva, A., André, E., et al. (2009) · Journal of Child Psychology and Psychiatry · doi:10.1111/j.1469-7610.2009.02137.x · Cited by 110 · see citing works
McPherson, A. C., Glazebrook, C., Forster, D., James, C., & Smyth, A. R. (2006) · PEDIATRICS · doi:10.1542/peds.2005-0666 · Cited by 103 · see citing works
Internet-delivered interventions aimed at adolescents: a Delphi study on dissemination and exposure
Crutzen, R., de Nooijer, J., Brouwer, W., Oenema, A., Brug, J., & de Vries, N. K. (2008) · Health Education Research · doi:10.1093/her/cym094 · Cited by 100 · cited 1× · see citing works
“Furthermore, strategies recommended to overcome low reach and adoption of computer-tailored interventions, such as higher interactivity and visual attractiveness (Crutzen et al., 2008, 2011), are inherent in serious games.”
BackgroundPaperny, D. M. N., & Starn, J. R. (1989) · PEDIATRICS · doi:10.1542/peds.83.5.742 · Cited by 99 · see citing works
Computer game for inner-city children does not improve asthma outcomes
Huss, K., Winkelstein, M. L., Nanda, J. P., Naumann, P. L., Sloand, E., & HUSS, R. W. (2003) · Journal of Pediatric Health Care · doi:10.1067/mph.2003.28 · Cited by 95 · see citing works
Peng, W. (2008) · CyberPsychology & Behavior · doi:10.1089/cpb.2007.0229 · Cited by 92 · cited 1× · see citing works
“Games are thought to provide a goodmedium for increasing self-efficacy as they offer the opportunity for enactive experience in a safe environment, without real-life consequences to making wrong decisions (Peng, 2008; Prensky, 2007).”
BackgroundFuchslocher, A., Niesenhaus, J., & Krämer, N. C. (2010) · Entertainment Computing · doi:10.1016/j.entcom.2010.12.001 · Cited by 91 · see citing works
Deep Learning and Emotion in Serious Games
Graesser, A. C., Chipman, P., & Leeming, F. C. (2009) · Routledge eBooks · doi:10.4324/9780203891650-16 · Cited by 87 · see citing works
Campbell, M. K., Carbone, E. T., Honess-Morreale, L., Heisler-MacKinnon, J., Demissie, S., & Farrell, D. W. (2004) · Journal of Nutrition Education and Behavior · doi:10.1016/s1499-4046(06)60134-6 · Cited by 80 · see citing works
Shames, R. S., Sharek, P. J., Mayer, M. L., Robinson, T. N., Hoyte, E. G., Gonzalez-Hensley, F., Bergman, D. A., & Umetsu, D. T. (2004) · Annals of Allergy Asthma & Immunology · doi:10.1016/s1081-1206(10)61426-3 · Cited by 80 · see citing works
Evaluating efficacy and validating games for health
Kato, P. M. (2012) · Games for Health Journal · doi:10.1089/g4h.2012.1017 · Cited by 79 · cited 1× · see citing works
“This finding supports hypotheses from previous articles suggesting that a good theoretical blending of the ‘fun’ and ‘educational’ element is critical in game effectiveness (Baranowski et al., 2011; DeShazo et al., 2010; Kato, 2012; Kharrazi et al., 2012; Papastergiou, 2009).”
ResultProkhorov, A. V., Kelder, S. H., Shegog, R., Murray, N., Peters, R. J., Agurcia, C. A., Cinciripini, P. M., de Moor, C., Conroy, J. L., Hudmon, K. S., et al. (2008) · Nicotine & Tobacco Research · doi:10.1080/14622200802323183 · Cited by 76 · see citing works
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 · cited 2× · see citing works
“Theseincludedhealthgamesrelatingtodiverse behaviors and populations, including games for treatment, prevention, and professional education (Rahmani and Boren, 2012).”
BackgroundA game a day keeps the doctor away: a short review of computer games in mental healthcare.
Gamberini, L., Barresi, G., Maier, A., & Scarpetta, F. (2008) · Padua Research Archive (University of Padova) · Cited by 73 · see citing works
Jin, S. A. (2010) · Computers in Human Behavior · doi:10.1016/j.chb.2009.12.003 · Cited by 70 · see citing works
Baranowski, T., Baranowski, J. C., Thompson, D. I., & Buday, R. (2011) · Journal of Diabetes Science and Technology · doi:10.1177/193229681100500204 · Cited by 68 · cited 1× · see citing works
“This finding supports hypotheses from previous articles suggesting that a good theoretical blending of the ‘fun’ and ‘educational’ element is critical in game effectiveness (Baranowski et al., 2011; DeShazo et al., 2010; Kato, 2012; Kharrazi et al., 2012; Papastergiou, 2009).”
ResultSelf-citationComputer-Assisted HIV Prevention for Youth With Substance Use Disorders
Marsch, L. A., Grabinski, M. J., Bickel, W. K., Desrosiers, A., Guarino, H., Muehlbach, B., Solhkhah, R., Taufique, S. R., & Acosta, M. C. (2010) · Substance Use & Misuse · doi:10.3109/10826084.2011.521088 · Cited by 66 · see citing works
Evaluation of microcomputer nutritional teaching games in 1,876 children at school.
Turnin, M., Tauber, M., Couvaras, O., Jouret, B., Bolzonella-Pene, C., Bourgeois, O., Buisson, J., Fabre, D. S. M., Cance-Rouzaud, A., Tauber, J., et al. (2001) · PubMed · Cited by 65 · see citing works
An In‐School CD‐ROM Asthma Education Program
Yawn, B. P., Algatt-Bergstrom, P. J., Yawn, R. A., Wollan, P. C., Greco, M., Gleason, M., & Markson, L. E. (2000) · Journal of School Health · doi:10.1111/j.1746-1561.2000.tb06462.x · Cited by 65 · see citing works
Majumdar, D., Koch, P. A., Lee, H., Contento, I. R., Islas-Ramos, A. D. L., & Fu, D. (2013) · Games for Health Journal · doi:10.1089/g4h.2013.0045 · Cited by 64 · see citing works
Baños, R., Cebolla, A., Oliver, E., Alcañíz, M., & Botella, C. (2012) · Health Education Research · doi:10.1093/her/cys044 · Cited by 62 · see citing works
Squire's quest: intervention changes occurred at lunch and snack meals
Cullen, K. W., Watson, K., Baranowski, T., Baranowski, J. H., & Zakeri, I. (2005) · Appetite · doi:10.1016/j.appet.2005.04.001 · Cited by 61 · see citing works
Self-citationPreliminary efficacy of a computer-based HIV intervention for African-American women
Wingood, G. M., Card, J. J., Er, D. L., Solomon, J., Braxton, N. D., Lang, D. L., Seth, P., Cartreine, J., & DiClemente, R. J. (2011) · Psychology and Health · doi:10.1080/08870446.2011.531576 · Cited by 57 · see citing works
Effects of a Tailored Follow-Up Intervention on Health Behaviors, Beliefs, and Attitudes
Jacobs, A. D., Ammerman, A. S., Ennett, S. T., Campbell, M. K., Tawney, K. W., Aytur, S. A., Marshall, S. W., Will, J. C., & Rosamond, W. D. (2004) · Journal of Women's Health · doi:10.1089/1540999041281016 · Cited by 54 · cited 1× · see citing works
“…techniques to deal with potential relapse, integrating Motivational Interviewing techniques and creating healthy-behavior-facilitating changes in the environment via multi-level programs (Jacobs et al., 2004; Lustria et al., 2009; Martins and McNeil, 2009; Norris et al., 2001; Orleans, 2000).”
MethodConsoli, S. M., Said, M., Jean, J., et al. (1995) · Patient Education and Counseling · doi:10.1016/0738-3991(95)00747-n · Cited by 52 · see citing works
Boy Scout 5-a-Day Badge: Outcome results of a troop and Internet intervention
Thompson, D. I., Baranowski, T., Baranowski, J. C., Cullen, K. W., Jago, R., Watson, K., & Liu, Y. (2009) · Preventive Medicine · doi:10.1016/j.ypmed.2009.09.010 · Cited by 51 · see citing works
Self-citationEvaluation of `Sun-safe': a health education resource for primary schools
Hewitt, M. (2001) · Health Education Research · doi:10.1093/her/16.5.623 · Cited by 50 · see citing works
Schwarzer, R. (1998) · Psychology and Health · doi:10.1080/08870449808407430 · Cited by 49 · cited 1× · see citing works
“This may have been corrected when more information and experience became available (Schwarzer, 1998).”
BackgroundPortnoy, D. B., Scott‐Sheldon, L. A. J., Johnson, B. T., & Carey, M. P. (2007) · OpenCommons - UConn (University of Connecticut) · Cited by 46 · see citing works
Thompson, D. I., Bhatt, R., Lazarus, M. M., Cullen, K. W., Baranowski, J. C., & Baranowski, T. (2012) · JMIR Research Protocols · doi:10.2196/resprot.2348 · Cited by 46 · cited 1× · see citing works
“Healthy lifestyle adoption and maintenance, however, are often hindered by motivational issues, lack of time to participate in health promotion programs, and the interventions' low reach into the target group (Baert et al., 2011; McGuire et al., 2013; Toobert et al., 2002).”
BackgroundSelf-citationJantz, C., Anderson, J., & Gould, S. M. (2002) · Journal of Nutrition Education and Behavior · doi:10.1016/s1499-4046(06)60103-6 · Cited by 40 · see citing works
Johnston, J. D., Massey, A. P., & Marker-Hoffman, R. L. (2012) · Journal of Diabetes Science and Technology · doi:10.1177/193229681200600414 · Cited by 39 · see citing works
Trepka, M. J., Newman, F. L., Davila, E. P., Matthew, K., Dixon, Z., & Huffman, F. G. (2008) · Journal of the American Dietetic Association · doi:10.1016/j.jada.2008.03.011 · Cited by 33 · see citing works
McGuire, A., Anderson, D. J., & Fulbrook, P. (2013) · Collegian Journal of the Royal College of Nursing Australia · doi:10.1016/j.colegn.2013.07.001 · Cited by 30 · see citing works
On Effective Integration of Educational Content in Serious Games: Text vs. Game Mechanics
Molnar, A., & Kostkova, P. (2013) · IEEE International Conference on Advanced Learning Technologies (ICALT) · doi:10.1109/icalt.2013.94 · Cited by 30 · see citing works
Midlife Women Online: Evaluation of an Internet-Based Program to Prevent Unintended Pregnancy & STIs
Swartz, L. H. G., Sherman, C. A., Harvey, S. M., Blanchard, J., Vawter, F., & Gau, J. M. (2011) · Journal of Women & Aging · doi:10.1080/08952841.2011.613255 · Cited by 27 · see citing works
Panic, K., Cauberghe, V., & Pelsmacker, P. D. (2014) · Journal of health communication · doi:10.1080/10810730.2013.821551 · Cited by 23 · see citing works
Randomized Trial Evaluating Computer-Based Sun Safety Education for Children in Elementary School
Buller, M. K., Kane, I. L., Martin, R., Giese, A. J., Cutter, G., Saba, L. M., & Buller, D. B. (2008) · Journal of Cancer Education · doi:10.1080/08858190701818267 · Cited by 14 · see citing works
Using a Computer Game to Teach Young Children About Their Brains
Schotland, M., & Littman, K. G. (2012) · Games for Health Journal · doi:10.1089/g4h.2012.0039 · Cited by 12 · see citing works
Evaluation of a Web-Based Malaria Risk Reduction Game for Study Abroad Students
Hartjes, L. B., & Baumann, L. C. (2012) · Journal of American College Health · doi:10.1080/07448481.2012.667464 · Cited by 11 · see citing works
Serious Game for Relationships and Sex Education
Brown, K., Bayley, J. E., & Newby, K. V. (2012) · Advances in healthcare information systems and administration book series · doi:10.4018/978-1-4666-1903-6.ch007 · Cited by 11 · see citing works
Grechus, M., & Brown, J. (2000) · Health Education · doi:10.1080/10556699.2000.10604670 · Cited by 10 · see citing works
Brown, K., Arnab, S., Bayley, J. E., et al. (2012) · Studies in health technology and informatics · doi:10.3233/978-1-61499-121-2-165 · Cited by 9 · see citing works
Evaluation of a Computer-Based Game About the Glycemic Index Among College-Aged Students
Miller, C. K., & Lindberg, D. V. (2007) · Topics in Clinical Nutrition · doi:10.1097/01.tin.0000285383.69830.ce · Cited by 4 · see citing works
Promoting Physical Activity Through an Active Video Game Among Young Adults
Peng, W., Pfeiffer, K. A., Winn, B. M., et al. (2013) · Cited by 3 · see citing works
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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 · see citing works
Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106963 · Cited by 1,126 · see citing works
Virtual reality exposure therapy for social anxiety disorder: A randomized controlled trial.
Anderson, P. L., Price, M., Edwards, S. M., Obasaju, M. A., Schmertz, S. K., Zimand, E., & Calamaras, M. R. (2013) · Journal of Consulting and Clinical Psychology · doi:10.1037/a0033559 · Cited by 371 · see citing works
Games for Health for Children—Current Status and Needed Research
Baranowski, T., Blumberg, F. C., Buday, R., DeSmet, A., Fiellin, L. E., Green, C. S., Kato, P. M., Lu, A. S., Maloney, A. E., Mellecker, R. R., et al. (2015) · Games for Health Journal · doi:10.1089/g4h.2015.0026 · Cited by 245 · see citing works
“A recent meta-analysis of 64 games promoting healthy lifestyles revealed games had statistically significant effects on behaviors, stronger effects on behavior determinants, and even effects on health outcomes, although these effects were weaker.(33) A systematic review of 11 videogames for diabetes education revealed…”
Self-citationSuccess factors for serious games to enhance learning: a systematic review
Ravyse, W. S., Blignaut, A. S., Leendertz, V., & Woolner, A. (2016) · Virtual Reality · doi:10.1007/s10055-016-0298-4 · Cited by 234 · see citing works
Haruna, H., Hu, X., Chu, S. K. W., Mellecker, R. R., Gabriel, G., & Ndekao, P. S. (2018) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph15092027 · Cited by 208 · see citing works
“Unlike other teaching methods, game-based teaching can be designed with specific socio-cultural content when delivered in countries where sex education discussions in public are taboo [30].”
BackgroundInfluentialMüller, A. M., Maher, C. A., Vandelanotte, C., Hingle, M., Middelweerd, A., Lopez, M. L., DeSmet, A., Short, C. E., Nathan, N., Hutchesson, M. J., et al. (2018) · Journal of Medical Internet Research · doi:10.2196/jmir.8954 · Cited by 180 · see citing works
“Thus far, eHealth and mHealth research related to physical activity, sedentary behavior, and diet has been summarized in several studies that focused on use and effectiveness of different technologies such as mobile phone and/or SMS (short message service) text messaging [15-18], digital games [19,20], the Internet [2…”
Self-citationPacheco, T. B. F., de Medeiros, C. S. P., Oliveira, V. H., Vieira, E. R., & de Cavalcanti, F. A. C. (2020) · Systematic Reviews · doi:10.1186/s13643-020-01421-7 · Cited by 184 · see citing works
Bul, K. C., Kato, P. M., Van der Oord, S., Danckaerts, M., Vreeke, L. J., Willems, A., van Oers, H. J., Van Den Heuvel, R., Birnie, D., Van Amelsvoort, T. A., et al. (2016) · Journal of Medical Internet Research · doi:10.2196/jmir.5173 · Cited by 158 · see citing works
“Although the scientific evaluation of serious games precludes making conclusive statements about their impact on “real-world” behaviors, several controlled trials of serious games have shown to affect these behaviors in diverse patient groups [42].”
BackgroundWhat's the Point?: A Review of Reward Systems Implemented in Gamification Interventions
Lewis, Z. H., Swartz, M. C., & Lyons, E. J. (2016) · Games for Health Journal · doi:10.1089/g4h.2015.0078 · Cited by 156 · see citing works
“Researchers should (1) assess intrinsic and extrinsic motivations, (2) distinguish between intrinsic motivators to play the game or change behaviors, (3) analyze the effect of the reward system as well as the gamified intervention on motivation, (4) evaluate their effects across population ages, and (5) evaluate their…”
Improving the Efficacy of Games for Change Using Personalization Models
Orji, R., Mandryk, R. L., & Vassileva, J. (2017) · ACM Transactions on Computer-Human Interaction · doi:10.1145/3119929 · Cited by 157 · see citing works
“…(King and Tester 1999), promote personal wellness and engage in preventive behaviors (Grimes et al. 2010; Consolvo et al. 2009; Orji et al. 2013; DeSmet et al. 2014), avoid risky sexual behavior (Jemmott et al. 1992; Duncan et al. 2014), and manage chronic diseases (Brownson and Kumanyika 2007;…”
BackgroundDeSmet, A., Thompson, D., Baranowski, T., Palmeira, A., Verloigne, M., & De Bourdeaudhuij, I. (2016) · Journal of Medical Internet Research · doi:10.2196/jmir.4444 · Cited by 138 · see citing works
“The recent meta-analysis of serious games for healthy lifestyle promotion, which showed games were effective, also investigated the role of theory, individual tailoring, and sample and study characteristics in game effectiveness [2].”
BackgroundMethodInfluentialSelf-citationA Brief History of Serious Games
Wilkinson, P. (2016) · Lecture Notes in Computer Science · doi:10.1007/978-3-319-46152-6_2 · Cited by 170 · see citing works
“Additionally, the same methodological problems of ecological invalidity and prescriptive, lab-based play evaluations in the 1970s [2] are apparent in some contemporary Serious Games evaluative studies [6, 7].”
BackgroundDeSmet, A., Shegog, R., Ryckeghem, D. M. L. V., Crombez, G., & Bourdeaudhuij, I. D. (2014) · Games for Health Journal · doi:10.1089/g4h.2014.0110 · Cited by 137 · see citing works
“This article is part of a larger project on the effectiveness of serious digital games on healthy lifestyles.(29) The present article focused on the subset of games that aimed to improve sexual health behavior (e.”
Self-citationTheng, Y., Lee, J. W. Y., Patinadan, P. V., & Foo, S. S.-B. (2015) · Games for Health Journal · doi:10.1089/g4h.2014.0114 · Cited by 132 · see citing works
“Serious games can be designed to modify user attitudes, perceptions, knowledge and skills (9), and needs to be tailored to the targeted sociodemographic group (10).”
Digital game elements, user experience and learning: A conceptual framework
Alexiou, A., & Schippers, M. C. (2018) · Education and Information Technologies · doi:10.1007/s10639-018-9730-6 · Cited by 153 · see citing works
“Overall, despite occasional critique, existing evidence has shown that digital games are a promising and capable medium for instruction and learning across contexts and age groups (Clark et al. 2016; DeSmet et al. 2014; Merchant et al. 2014).”
BackgroundScholten, H., & Granic, I. (2019) · Journal of Medical Internet Research · doi:10.2196/11528 · Cited by 138 · see citing works
“A zeitgeist has emerged in the medical and educational fields for applied or “serious” games as tools for enhancing medical care [58-61].”
Gkintoni, E., Vantaraki, F., Skoulidi, C., Anastassopoulos, P., & Vantarakis, A. (2024) · Behavioral Sciences · doi:10.3390/bs14020102 · Cited by 137 · see citing works
“For instance, a study [40] found that adolescents consumed fewer unhealthy munchies after playing a serious game designed to improve dietary habits.”
BackgroundDevelopment and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD
Bul, K., Franken, I. H. A., der Oord, S. V., Kato, P. M., Danckaerts, M., Vreeke, L. J., Willems, A., van Oers, H. J. J., van den Heuvel, R., van Slagmaat, R., et al. (2015) · Games for Health Journal · doi:10.1089/g4h.2015.0021 · Cited by 128 · see citing works
“Although the research on gaming approaches to addressing daily life functioning of children is limited, several controlled trials of serious games developed for other patient groups have been shown promise of impacting ‘‘real world’’ behaviors.(21)”
DeSmet, A., Bastiaensens, S., Cleemput, K. V., Poels, K., Vandebosch, H., Deboutte, G., Herrewijn, L., Malliet, S., Pabian, S., Broeckhoven, F. V., et al. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.10.011 · Cited by 132 · see citing works
Self-citationWong, C. A., Madanay, F. L., Ozer, E. M., Harris, S. K., Moore, M., Master, S. O., Moreno, M. A., & Weitzman, E. R. (2020) · Journal of Adolescent Health · doi:10.1016/j.jadohealth.2019.10.018 · Cited by 119 · see citing works
Maheu‐Cadotte, M., Cossette, S., Dubé, V., Fontaine, G., Mailhot, T., Lavoie, P., Cournoyer, A., Balli, F., & Mathieu-Dupuis, G. (2018) · BMJ Open · doi:10.1136/bmjopen-2017-019871 · Cited by 104 · see citing works
“26 As the development of SGs can be quite expensive and time consuming, describing which DEs have been integrated in the development of SGs for healthcare professionals and students, as well as their impact on engagement and educational outcomes, could help in the efficient development of future…”
BackgroundDescribing the Process of Adopting Nutrition and Fitness Apps: Behavior Stage Model Approach
König, L. M., Sproesser, G., Schupp, H. T., & Renner, B. (2018) · JMIR mHealth and uHealth · doi:10.2196/mhealth.8261 · Cited by 98 · see citing works
“[87]) or including game-like features, which might also increase the likelihood of habit formation [88].”
BackgroundSerious Games for Psychotherapy: A Systematic Review
Eichenberg, C., & Schott, M. (2017) · Games for Health Journal · doi:10.1089/g4h.2016.0068 · Cited by 97 · see citing works
“19 Consistently, in the present review, most of the included serious games had some form of positive effect on mental disorder symptoms.”
InfluentialA State-of-the-Art Systematic Content Analysis of Games for Health
Lu, A. S., & Kharrazi, H. H. K. (2018) · Games for Health Journal · doi:10.1089/g4h.2017.0095 · Cited by 88 · see citing works
“17–20 The grand picture is still missing.”
Asbjørnsen, R. A., Wentzel, J., Smedsrød, M. L., Hjelmesæth, J., Clark, M. M., Solberg Nes, L., & Van Gemert-Pijnen, J. E. W. C. (2020) · Journal of Medical Internet Research · doi:10.2196/22598 · Cited by 84 · see citing works
“Additional design elements were included to explore other potentially engaging elements supporting behavior change and to facilitate the creative process related to users’ requirements, preferences, and ideas to meet their needs [23,86-90].”
BackgroundCo-design of digital health interventions with young people: A scoping review
Malloy, J. A., Partridge, S. R., Kemper, J. A., Braakhuis, A. J., & Roy, R. (2023) · Digital Health · doi:10.1177/20552076231219117 · Cited by 90 · see citing works
A systematic review of serious games in asthma education
Drummond, D., Monnier, D., Tesnière, A., & Hadchouel, A. (2016) · Pediatric Allergy and Immunology · doi:10.1111/pai.12690 · Cited by 77 · see citing works
“This in line with the results of other reviews which also reported unexpectedly small effects of SGs on self-efficacy (46, 50).”
BackgroundResultInfluentialSerious games in management education: An acceptance analysis
López, F. R., Arias-Oliva, M., Borondo, J. P., & Marín-Vinuesa, L. M. (2021) · The International Journal of Management Education · doi:10.1016/j.ijme.2021.100517 · Cited by 96 · see citing works
“The effect of social norms specifically on the intention to use LSP has been demonstrated in the context of learning healthy habits (DeSmet et al., 2014) and learning improvement (Hanus & Fox, 2014; Mekler, Brühlmann, Tuch & Opwis, 2017).”
BackgroundSpielerische Ansätze in Prävention und Gesundheitsförderung: Serious Games und Gamification
Tolks, D., Lampert, C., Dadaczynski, K., Maslon, E., Paulus, P., & Sailer, M. (2020) · Bundesgesundheitsblatt - Gesundheitsforschung - Gesundheitsschutz · doi:10.1007/s00103-020-03156-1 · Cited by 83 · see citing works
“unter Einbezug von 54 Studien die größten Effekte beim Wissenserwerb feststellen, während Connolly und Kollegen in ihrer Literaturübersicht zudem empirische Belege für die positiven Auswirkungen auf kognitive, wahrnehmungsbezogene, verhaltensbezogene, affektive und motivationale Aspekte fanden [27, 28].”
Backgroundvan Ommen, B., Wopereis, S., van Empelen, P., van Keulen, H. M., Otten, W., Kasteleyn, M. J., Molema, J. J. W., de Hoogh, I. M., Chavannes, N. H., Numans, M. E., et al. (2018) · Frontiers in Endocrinology · doi:10.3389/fendo.2017.00381 · Cited by 77 · see citing works
“Indeed, a recent meta-analyses examining the role of video games in the promotion of lifestyle changes, suggested that serous gaming is effective, albeit to a limited extend (126, 127).”
A Social Networking and Gamified App to Increase Physical Activity: Cluster RCT
Edney, S. M., Olds, T., Ryan, J. C., Vandelanotte, C., Plotnikoff, R. C., Curtis, R., & Maher, C. A. (2020) · American Journal of Preventive Medicine · doi:10.1016/j.amepre.2019.09.009 · Cited by 67 · see citing works
Jander, A., Crutzen, R., Mercken, L. A. G., Candel, M. J. J. M., & de Vries, H. (2016) · Journal of Medical Internet Research · doi:10.2196/jmir.4708 · Cited by 75 · see citing works
“Yet, using serious games (ie, games with the goal to educate people rather than merely entertain them) [24,25] to change health behaviors could lead to more attraction and participation [26,27], increased knowledge, and changed attitudes and behavior [24,25].”
Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis
Wang, Y., Wang, Z., Liu, G., Wang, Z., Wang, Q., Yan, Y., Wang, J., Zhu, Y., Gao, W., Kan, X., et al. (2022) · Frontiers in Public Health · doi:10.3389/fpubh.2022.896974 · Cited by 71 · see citing works
“…of SGs, and developers in different fields and different research have different understanding and definition of SGs. Special games are different from common games for entertainment that are added to at least one explicit reality simulation additional motivation, also called serious purpose (3).”
BackgroundSerious Games for Children with Chronic Diseases: A Systematic Review
Holtz, B., Murray, K. M. E., & Park, T. (2018) · Games for Health Journal · doi:10.1089/g4h.2018.0024 · Cited by 70 · see citing works
“26,40 However, it is unclear whether other studies assessed these psychosocial outcomes or found negative results and did not report them.”
David, D., Costescu, C. A., Cardoș, R. A.-I., & Mogoaşe, C. (2020) · Child & Youth Care Forum · doi:10.1007/s10566-020-09566-1 · Cited by 67 · see citing works
Evaluating the Effectiveness of an Augmented Reality Game Promoting Environmental Action
Wang, K., Tekler, Z. D., Cheah, L. W., Herremans, D., & Blessing, L. T. M. (2021) · Sustainability · doi:10.3390/su132413912 · Cited by 82 · see citing works
“A potential aid in correcting this lies in serious games, which have been shown to be able to educate and guide the behaviours of players [7].”
BackgroundMueller, F., Khot, R. A., Gerling, K., & Mandryk, R. L. (2016) · Foundations and Trends® in Human–Computer Interaction · doi:10.1561/1100000041 · Cited by 73 · see citing works
“…Altamimi and Skinner, 2012, Biddiss and Irwin, 2010, DeSmet et al., 2014, Gekker, 2012, Mark et al., 2008, Papastergiou, 2009, Peng et al., 2012], however, they have mostly focused on specific aspects, such as health objectives [DeSmet et al., 2014, Mark et al., 2008, Papastergiou, 2009], promoting”
BackgroundVázquez, F. L., Otero, P., García-Casal, J. A., Blanco, V., Torres, Á., & Arrojo, M. (2018) · PLoS ONE · doi:10.1371/journal.pone.0208192 · Cited by 68 · see citing works
Nutrition Education and Dietary Behavior Change Games: A Scoping Review
Baranowski, T., Ryan, C., Hoyos-Cespedes, A., & Lu, A. S. (2018) · Games for Health Journal · doi:10.1089/g4h.2018.0070 · Cited by 68 · see citing works
“20 While several systematic reviews and/or meta-analyses have appeared on games for health, 6,21–24 and even included a few nutrition education games as a subcomponent, no review has appeared devoted to the consideration of games for nutrition education or dietary behavior change alone.”
Self-citationVideogames as Therapy: An Updated Selective Review of the Medical and Psychological Literature
Griffiths, M. D., Kuss, D. J., & Ortiz de Gortari, A. B. (2017) · International Journal of Privacy and Health Information Management · doi:10.4018/ijphim.2017070105 · Cited by 65 · see citing works
“Ameta-analysis(DeSmet et al., 2014) using research on 64 different videogames targeting improvements in lifestyle indicatedthatusinggameshadbeneficialconsequencesforhealth.”
Bruggers, C. S., Baranowski, S., Beseris, M., LEONARD, R. A., Long, D., Schulte, E., Shorter, A., Stigner, R., Mason, C. C., Bedrov, A., et al. (2018) · Frontiers in Pediatrics · doi:10.3389/fped.2018.00069 · Cited by 54 · see citing works
“Several available electronic empowerment-promoting tools, including compact disk read-only memory, web/Internet-based interventions, and video game technology provide informative sources for education and empowerment with widespread appeal (6, 21, 29, 34, 116, 117).”
BackgroundBaranowski, T., & Lyons, E. (2019) · Games for Health Journal · doi:10.1089/g4h.2019.0034 · Cited by 60 · see citing works
“A metaanalysis of the research published on 54 games for healthy lifestyle promotion revealed small positive effects on healthy lifestyles, their determinants, and even on some clinical outcomes.(3) Similar benefits have been documented for nutrition education,(4) mental health,(5) and knowledge in regard to asthma,(6…”
BackgroundSelf-citationSchwarz, A. F., Huertas‐Delgado, F. J., Cardon, G., & DeSmet, A. (2020) · Games for Health Journal · doi:10.1089/g4h.2019.0058 · Cited by 61 · see citing works
“8 42 For all qualifying articles, relevant studies were identified independently by screening titles and abstracts, by one re-searcher and one-third by a second researcher.”
Self-citationA Meta-analysis of Narrative Game-based Interventions for Promoting Healthy Behaviors
Zhou, C., Occa, A., Kim, S. Y., & Morgan, S. E. (2019) · Journal of Health Communication · doi:10.1080/10810730.2019.1701586 · Cited by 59 · see citing works
“Also consistent with DeSmet et al. (2014), our study found that NGBIs that were informed by narrative and learning theories yielded greater effect sizes than those informed by behavioral change theories.”
BackgroundMethodResultInfluentialExergaming: Hope for future physical activity? or blight on mankind?
Baranowski, T. (2016) · Journal of sport and health science/Journal of Sport and Health Science · doi:10.1016/j.jshs.2016.11.006 · Cited by 57 · see citing works
“Serious games, that is, games designed to achieve an outcome in addition to entertainment, have been developed to enhance health outcomes(8) and have been demonstrated to yield broad positive effects.(9) Serious games have influenced selfefficacy, or confidence, for doing a behavior (e.”
BackgroundSelf-citationReal-World Persuasion From Virtual-World Campaigns
Burrows, C. N., & Blanton, H. (2015) · Communication Research · doi:10.1177/0093650215619215 · Cited by 60 · see citing works
“These findings argue for continued efforts to utilize virtual scenarios to promote public health (see Baranowski, Buday, Thompson, & Baranowski, 2008; DeSmet et al., 2014), but they each share a limitation that the current project seeks to address.”
BackgroundDigital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review
Montagni, I., Mabchour, I., & Tzourio, C. (2020) · JMIR Serious Games · doi:10.2196/16983 · Cited by 56 · see citing works
“This agrees with a meta-analysis of serious digital games for healthy lifestyle promotion [46].”
BackgroundResultAmeryoun, A., Sanaeinasab, H., Saffari, M., & Koenig, H. G. (2017) · Childhood Obesity · doi:10.1089/chi.2017.0250 · Cited by 50 · see citing works
“Similarly, DeSmet et al.(23) emphasized the effectiveness of serious digital games either as a standalone or as a component of a multidimensional program to increase knowledge and encourage behaviors that might lead to a healthy lifestyle.”
Serious games for health promotion in adolescents – a systematic scoping review
Andrew, L., Barwood, D., Boston, J., Mašek, M., Bloomfield, L., & Devine, A. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-11414-9 · Cited by 56 · see citing works
“These reviews have also included a wide range of delivery modalities outside of what would be considered ‘games’ and delivered across a wide range of age groups (DeSmet et al., 2014).”
BackgroundSuccessful Gamification of Cybersecurity Training
van Steen, T., & Deeleman, J. R. A. (2021) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2020.0526 · Cited by 51 · see citing works
“18,19 Given that no research has yet been conducted into the effectiveness of serious games on the TPB predictors of cybersecurity behavior, and no study has yet investigated the effectiveness of serious games on all TPB factors, this study attempts to fill this gap in the literature.”
BackgroundDeSmet, A., Cleemput, K. V., Bastiaensens, S., Poels, K., Vandebosch, H., Malliet, S., Verloigne, M., Vanwolleghem, G., Mertens, L., Cardon, G., et al. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.11.039 · Cited by 48 · see citing works
“…al., 2011) Tailoring related to higher effects, but only when tailored to socio-demographics, in a meta-analysis of 54 serious health game studies (DeSmet, Van Ryckeghem, et al., 2014) Tailoring is assumed to increase the extent to which game-based learning is experienced as fun (Lieberman, 2009).”
BackgroundMethodSelf-citationCraig, S. G., Stark, P., Wilson, C. B., et al. (2023) · BMC Nursing · doi:10.1186/s12912-023-01345-2 · Cited by 49 · see citing works
“The use of ‘serious games’ is an increasingly effective method in educating health professionals, and improving engagement, user retention, knowledge, and cooperation [10]–[11].”
BackgroundMethodDerksen, M. E., van Strijp, S., Kunst, A. E., Daams, J. G., Jaspers, M., & Fransen, M. P. (2020) · Journal of the American Medical Informatics Association · doi:10.1093/jamia/ocaa013 · Cited by 43 · see citing works
“Previous reviews suggested that serious games had small positive effects on health-related behaviors and their determinants.(4) For example, exergaming, which requires rigorous physical exercise, was effective in increasing or substituting physical activity in adults in the short VC The Author(s) 2020.”
BackgroundEvaluation of a virtual reality E-cigarette prevention game for adolescents
Weser, V. U., Duncan, L. R., Sands, B. E., Schartmann, A., Jacobo, S., François, B., & Hieftje, K. D. (2021) · Addictive Behaviors · doi:10.1016/j.addbeh.2021.107027 · Cited by 45 · see citing works
Virtual reality and behaviour management in paediatric dentistry: a systematic review
PADILHA, D. X., Veiga, N., Mello‐Moura, A. C. V., & Correia, P. (2023) · BMC Oral Health · doi:10.1186/s12903-023-03595-7 · Cited by 51 · see citing works
Aschentrup, L., Steimer, P. A., Dadaczynski, K., McCall, T., Fischer, F., & Wrona, K. J. (2024) · BMC Public Health · doi:10.1186/s12889-023-17517-3 · Cited by 45 · see citing works
“Previous reviews which, however, did not concentrate on health promotion and disease prevention, underline our findings in a very general way [11, 12, 40, 41].”
ResultEley, C. V., Young, V. L., Hayes, C. V., Verlander, N. Q., & McNulty, C. A. M. (2018) · JMIR Serious Games · doi:10.2196/10915 · Cited by 43 · see citing works
“A meta-analysis of serious games for healthy lifestyle promotion was found to be appealing to individuals regardless of age or gender, showing this could be an intervention suitable for a more general audience than just children [20].”
BackgroundHolzmann, S. L., Schäfer, H., Groh, G., Plecher, D. A., Klinker, G., Schauberger, G., Hauner, H., & Holzapfel, C. (2019) · Nutrients · doi:10.3390/nu11092031 · Cited by 43 · see citing works
Spook, J. E., Paulussen, T. G., Kok, G., & van Empelen, P. (2016) · Journal of Medical Internet Research · doi:10.2196/jmir.4964 · Cited by 40 · see citing works
“DeSmet et al [19] advocate the use of dual theoretical frameworks, stressing the importance of a theoretical foundation in both behavioral prediction and game theories.”
Vitamin D supplementation and bone mass accrual in underprivileged adolescent Indian girls.
Khadilkar, A. V., Sayyad, M. G., Sanwalka, N. J., Bhandari, D. R., Naik, S., Khadilkar, V. V., & Zulf Mughal, M. (2010) · PubMed · Cited by 45 · see citing works
Riet, J. V. ‘., Meeuwes, A. C., van der Voorden, L., & Jansz, J. (2018) · Basic and Applied Social Psychology · doi:10.1080/01973533.2018.1459301 · Cited by 45 · see citing works
“Although there is a burgeoning literature on digital games that aims to promote a healthy lifestyle (DeSmet et al., 2014; Van ’ t Riet, Crutzen, & Lu, 2014) and digital games that are used in education and training contexts (Wouters, van Nimwegen, van Oostendorp, & Van der Spek, 2013), research on…”
BackgroundTuijnman, A., Kleinjan, M., Olthof, M., Hoogendoorn, E., Granic, I., & Engels, R. C. M. E. (2021) · JMIR Mental Health · doi:10.2196/26615 · Cited by 41 · see citing works
Home-based digital leisure: Doing the same leisure activities, but digital
López‐Sintas, J., de Francisco, L. R., & García‐Álvarez, E. (2017) · Cogent Social Sciences · doi:10.1080/23311886.2017.1309741 · Cited by 43 · see citing works
“…differ in their interpretation of leisure (Churchill et al., 2007), and also that the choice of leisure activities improves family functioning and communications (Shaw & Dawson, 2001; Zabriskie & McCormick, 2001) or when serious leisure is performed has healthy results (DeSmet et al., 2014).”
BackgroundAcceptance of Serious Games in Psychotherapy: An Inquiry into the Stance of Therapists and Patients
Eichenberg, C., Grabmayer, G., & Green, N. (2016) · Telemedicine and e-Health · doi:10.1089/tmj.2016.0001 · Cited by 38 · see citing works
Gamified working memory training in overweight individuals reduces food intake but not body weight
Dassen, F. C. M., Houben, K., van Breukelen, G., & Jansen, A. T. M. (2017) · Appetite · doi:10.1016/j.appet.2017.05.009 · Cited by 42 · see citing works
Chittaro, L., & Buttussi, F. (2018) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2018.07.006 · Cited by 41 · see citing works
Jander, A., Crutzen, R., Mercken, L. A. G., & de Vries, H. (2014) · BMC Public Health · doi:10.1186/1471-2458-14-1054 · Cited by 37 · see citing works
Quittr: The Design of a Video Game to Support Smoking Cessation
Bindoff, I. K., de Salas, K., Peterson, G. M., Ling, T. R., Lewis, I., Wells, L., Gee, P. R., & Ferguson, S. G. (2016) · JMIR Serious Games · doi:10.2196/games.6258 · Cited by 34 · see citing works
“Further, in 2014, a meta-analysis of 54 serious digital game studies for healthy lifestyle promotion reviewed the overall effectiveness of serious digital games on healthy lifestyle [15], and demonstrated small positive effects on healthy lifestyle promotion outcomes.”
BackgroundBoomsma, C., Hafner, R. J., Pahl, S., Jones, R. V., & Fuertes, A. (2018) · Sustainability · doi:10.3390/su10061729 · Cited by 39 · see citing works
“[38] found that the average effect size for behaviour change was positive but small, indicating overall improvement in the adoption of healthy lifestyle practices as a result of engagement.”
Advancing Evaluation Practice With Serious Games
Olejniczak, K., Newcomer, K. E., & Meijer, S. (2020) · American Journal of Evaluation · doi:10.1177/1098214020905897 · Cited by 42 · see citing works
Carter, G., Wilson, C. B., & Mitchell, G. (2021) · PLoS ONE · doi:10.1371/journal.pone.0257337 · Cited by 38 · see citing works
“A recent meta-analysis of research in which this method was used for healthy lifestyle promotion concluded digital gaming is effective as stand-alone or a multi-component program and appeals to diverse population regardless of age or gender [9].”
BackgroundMethodSchena, A., Garotti, R., D’Alise, D., Giugliano, S., Polizzi, M., Trabucco, V., Riccio, M., & Bravaccio, C. (2023) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph20043414 · Cited by 30 · see citing works
A cookbook method for Persuasive Game Design
Siriaraya, P., Visch, V., Vermeeren, A. P. O. S., & Bas, M. (2018) · International Journal of Serious Games · doi:10.17083/ijsg.v5i1.159 · Cited by 39 · see citing works
“encouraging users to adopt a healthier lifestyle ( [19]).”
BackgroundDias, J. D., Domingues, A. N., Tibes, C. M. D. S., et al. (2018) · Revista Latino-Americana de Enfermagem · doi:10.1590/1518-8345.2509.3036 · Cited by 39 · see citing works
“A meta-analysis identified 64 serious games that promote healthy life styles, revealing that the games had a statistically significant effect on behavior(34).”
BackgroundTăut, D., Pintea, S., Roovers, J., Mañanas, M. Á., & Băban, A. (2017) · Neurorehabilitation · doi:10.3233/nre-171462 · Cited by 39 · see citing works
Reed, J. L., Cole, C. A., Ziss, M. C., Tulloch, H. E., Brunet, J., Sherrard, H., Reid, R. D., & Pipe, A. (2018) · Frontiers in Physiology · doi:10.3389/fphys.2018.00142 · Cited by 29 · see citing works
“Finally, feedback may have undermined nurses’ intrinsic motivation to perform PA because providing social pressures and rewards can give rise to extrinsic motivation (Deci and Ryan, 2012; DeSmet et al., 2014).”
BackgroundLamas, S., Rebelo, S., da Costa, S., Sousa, H., Zagalo, N., & Pinto, E. C. B. (2023) · Nutrients · doi:10.3390/nu15061399 · Cited by 34 · see citing works
“Some factors that could justify this result is the rather brief duration of the interventions, a higher resistance of less physically active players to the PA messages diffused in interventions [52], or the need to integrate the game intervention in a broader multi-component program [16].”
BackgroundInfluentialCan Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach
Hale, A. R., Young, V. L., Grand, A., & McNulty, C. A. M. (2017) · JMIR Serious Games · doi:10.2196/games.6420 · Cited by 33 · see citing works
“A meta-analysis showed that serious games have a small but positive effect on healthy lifestyles and knowledge improvement [15].”
BackgroundSuleiman‐Martos, N., García‐Lara, R. A., Albendín‐García, L., Romero‐Béjar, J. L., la Fuente, G. A. C., Monsalve-Reyes, C. S., & Gómez‐Urquiza, J. L. (2021) · Journal of Advanced Nursing · doi:10.1111/jan.15138 · Cited by 36 · see citing works
BRAVO: A Gaming Environment for the Treatment of ADHD
Barba, M. C., Covino, A., Luca, V. D., Paolis, L. T. D., D’Errico, G., Bitonto, P. D., Gestore, S. D., Magliaro, S., Nunnari, F., Paladini, G. I., et al. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-25965-5_30 · Cited by 35 · see citing works
A systematic review of serious video games used for vaccination
Ohannessian, R., Yaghobian, S., Verger, P., et al. (2016) · Vaccine · doi:10.1016/j.vaccine.2016.07.048 · Cited by 30 · see citing works
(2021) · doi:10.2196/28801 · Cited by 34 · see citing works
“Gamification techniques are especially effective when they are tailored toward an individual’s particular preferences and needs (ie, personalized) [12] because behavior change techniques that motivate one person may not appeal to someone else [16].”
BackgroundLuz, S. F., Masoodian, M., Cesário, R. R., & Cesário, M. (2015) · Entertainment Computing · doi:10.1016/j.entcom.2015.11.001 · Cited by 34 · see citing works
“promotion [27] focused on four categories of health behaviour: 1) diet and physical activity, 2) health responsibility and maintenance, 3) social behaviour, and 4) and mental health.”
BackgroundSerious Games Evaluation: Processes, Models, and Concepts
Emmerich, K., & Bockholt, M. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-46152-6_11 · Cited by 36 · see citing works
“Literature reviews show that there are several studies implying the benefit of serious games in general [3,6,25] or regarding different aspects, for instance as a tool to support learning processes or to induce health-related behaviour changes [4,7,9,11,26].”
BackgroundImpact of Pediatric Mobile Game Play on Healthy Eating Behavior: Randomized Controlled Trial
Kato-Lin, Y.-C., Bharath-Kumar, U., Prakash, B. S., Prakash, B., Varadan, V., Agnihotri, S., Subramanyam, N., Krishnatray, P., & Padman, R. (2020) · JMIR mhealth and uhealth · doi:10.2196/15717 · Cited by 33 · see citing works
“Threats to pediatric health risk from the double burden of overweight and malnutrition or undernutrition heightens the need to influence children’s dietary lifestyle habit formation through evidence-based, scalable, digital therapeutic methods [3].”
BackgroundBopp, M., Sims, D., Matthews, S. A., Rovniak, L. S., Poole, E. S., & Colgan, J. C. (2016) · Journal of Transport & Health · doi:10.1016/j.jth.2016.02.007 · Cited by 32 · see citing works
Tan, J. W., Ng, K. B., & Mogali, S. R. (2021) · JMIR Serious Games · doi:10.2196/33282 · Cited by 32 · see citing works
“This risks unclear game mechanisms, conflicting frameworks of action, and questionable results wrought from unclear study designs [45,48,49].”
BackgroundLaghari, A. A., Estrela, V. V., Li, H., Yin, S., Khan, A. A., Anwar, M. S., Wahab, A., & Bouraqia, K. (2024) · Technology and Disability · doi:10.3233/tad-230035 · Cited by 32 · see citing works
“Academia and industry have recently grasped QoE’s value in applications’ performance and have gone from a purely QoS-to a QoE-based analysis [25, 26].”
Cock, N. D., Lippevelde, W. V., Vangeel, J., Notebaert, M., Beullens, K., Eggermont, S., Deforche, B. I., Maes, L., Goossens, L., Verbeken, S., et al. (2018) · Public Health Nutrition · doi:10.1017/s1368980018000678 · Cited by 28 · see citing works
Self-citationMapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review
Thomas, T. H., Sivakumar, V., Babichenko, D., Grieve, V. L. B., & Klem, M. L. (2020) · JMIR Serious Games · doi:10.2196/18687 · Cited by 26 · see citing works
“Previous review articles have noted a need for improved research methods and expanded clinical applicability [14-17].”
BackgroundCurrent State of Serious Games in Dentistry: A Scoping Review
Zaror, C., Mariño, R., & Atala‐Acevedo, C. (2021) · Games for Health Journal · doi:10.1089/g4h.2020.0042 · Cited by 28 · see citing works
“47,51 The topics included dental caries prevention, 11,47,48 diet, 11,38,47,49,50 oral hygiene, 12,45– 47,50,51,53 other oral health habits, 12,48 dental eruption, and dentition.”
Saleme, P., Dietrich, T., Pang, B., & Parkinson, J. E. (2021) · Multimodal Technologies and Interaction · doi:10.3390/mti5100058 · Cited by 33 · see citing works
“While a significant portion of studies (38%) did not report any theoretical foundation, some studies may only mention a theory, but not report theory application to game design [37].”
BackgroundMethodInfluentialvan der Kooij, K., Hoogendoorn, E., Spijkerman, R., & Visch, V. (2015) · International Journal of Serious Games · doi:10.17083/ijsg.v2i3.75 · Cited by 30 · see citing works
Efficacy of Digital Health Interventions Used for Adolescent's Sexual Health: An Umbrella Review
Borji‐Navan, S., Maleki-Saghooni, N., & Keramat, A. (2024) · Health Science Reports · doi:10.1002/hsr2.70212 · Cited by 33 · see citing works
Holzmann, S. L., Dischl, F., Schäfer, H., Groh, G., Hauner, H., & Holzapfel, C. (2019) · JMIR Formative Research · doi:10.2196/10284 · Cited by 27 · see citing works
“It is well known that health promotion and disease prevention programs suffer from poor adherence and compliance by participants, often because they are designed without addressing the target group [14,53].”
Kinematically Adaptive Exergames: Personalizing Exercise Therapy Through Closed-Loop Systems
Muñoz, J. E., Cao, S. C., & Boger, J. N. (2019) · IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR) · doi:10.1109/aivr46125.2019.00026 · Cited by 26 · see citing works
“Exergames offer promises because they provide high motivation and engagement while delivering more “healthy” gaming experiences [4] than the classic handheldbased sedentary scenario.”
BackgroundChagas, C. M. D. S., Melo, G. R.-I., Botelho, R. B. A., & Toral, N. (2020) · Public Health Nutrition · doi:10.1017/s1368980020000531 · Cited by 28 · see citing works
“There is a gap in the literature regarding maintenance of health behaviours, with few studies assessing the prolonged impact of digital games on health promotion(48,49).”
BackgroundVerschueren, S., van Aalst, J., Bangels, A.-M., Toelen, J., Allegaert, K., Buffel, C., & Stichele, G. V. (2019) · JMIR Serious Games · doi:10.2196/12429 · Cited by 27 · see citing works
“These digital tools can not only be inexpensively and widely deployed, but also offer the potential to transfer knowledge and educate users in an interactive and engaging manner, which can lead to behavior change [34-36].”
Tuijnman, A., Kleinjan, M., Hoogendoorn, E., Granic, I., & Engels, R. C. M. E. (2018) · JMIR Research Protocols · doi:10.2196/11255 · Cited by 23 · see citing works
“Already, there are several examples of video games successfully teaching youth health knowledge and skills (eg, in cancer treatment specifically [31] and healthy lifestyles in general [32]) and changing mental health stigma [33].”
Background
- Authors
- DeSmet, A., Van Ryckeghem, D., Compernolle, S., Baranowski, T., Thompson, D., Crombez, G., Poels, K., Van Lippevelde, W., Bastiaensens, S., Van Cleemput, K., Vandebosch, H., & De Bourdeaudhuij, I.
- Affiliations
- Ghent University (BE)
- Baylor College of Medicine (US)
- University of Antwerp (BE)
- Corresponding author
- DeSmet, Ann
- ORCID
- Venue
- Preventive Medicine
- Publisher
- Elsevier BV
- Published
- 2014-12
- Volume
- 69
- Pages
- 95-107
- ISSN
- 0091-7435 (ISSN-L)
- PMC
- PMC4403732
- OpenAlex
- W2093118219
- Semantic Scholar
- 228e274dce3a3661790bf4291e9d5fe1681c2aca
- Cited by
- 414
- References
- 143
- Citations by year
- 2026: 20 · 2025: 26 · 2024: 50 · 2023: 34 · 2022: 31 · 2021: 51 · 2020: 38 · 2019: 30 · 2018: 50 · 2017: 28 · 2016: 33 · 2015: 16 · 2014: 5 · 2013: 1
- FWCI
- 5.28
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Preventive Medicine (publishedVersion)
- PubMed (publishedVersion)
- Research Publications (Maastricht University) (publishedVersion, other-oa)
- PubMed Central (acceptedVersion)
- Ghent University Academic Bibliography (Ghent University) (submittedVersion)
- Dépôt institutionnel de l'Université libre de Bruxelles (Université Libre de Bruxelles) (submittedVersion, other-oa)
- Open Repository and Bibliography (University of Luxembourg) (submittedVersion, cc-by-nc-sa)
- Research Publications (Maastricht University) (submittedVersion)
- Funders
- Danish Agency for Science and Higher Education
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Health Professions › General Health Professions › Mobile Health and mHealth Applications
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Media Influence and Health
- Keywords
- serious games, video games, healthy lifestyle promotion, health behavior change, game theory, knowledge outcomes, long-term effects, sociodemographic moderators, multicomponent intervention, game features
- MeSH terms
- Female, Health Promotion, Humans, Life Style, Male, Recreation, Health Behavior, Video Games
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