The DOI matches its Crossref record; 130 of the 143 references it cites were found in a registry or an index; none of the 36 sources its claims cite is checked for support yet.
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.
Overview
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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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Claims the paper makes
45 Own result · 26 Not checked yet · 10 No basis given · 9 Own method · 6 Own interpretation
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plaincorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Effectiveness of games in changing healthy lifestyles
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
- 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
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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)”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Abstract
plaindirectn = 19,934- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
- 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
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plaincorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“This inverse relation between time and effect was also true for behavioral determinants (Table 8).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plaincorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“None of the other study characteristics were significant moderators in the average effects on behavior, determinants or clinical outcomes.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plaincorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Implementation method was not a significant moderator of game effectiveness for either behavior, determinants or clinical outcomes (Table 5–7).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plaincorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“In our review, effects on self-efficacy were unexpectedly small.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
- It may state two separate claims as one. 24
- Probably not a substantial claim. 19
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Effectiveness of games in changing healthy lifestyles
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Among specific behavioral determinants, the largest effects were found for improvement in knowledge and attitudes; however, all effect sizes were small.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“The type of theoretical foundation significantly affected effectiveness for behavioral determinants, but not for behavior or clinical outcomes (Table 5–7).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Effectiveness of games in changing healthy lifestyles
hedgedcorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Individual tailoring was only a significant moderator for the effects on behavioral determinants, but not for behavior or clinical outcomes (Table 5–7).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Games based purely on behavioral prediction theories had the lowest average effect size. Their effects were however still significant (Table 6).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plaincorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“The quality of the study did not significantly affect the effectiveness for behavior, determinants or clinical outcomes (Table 5–7).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Effectiveness of games in changing healthy lifestyles
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Effectiveness of games in changing healthy lifestyles
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Effectiveness of games in changing healthy lifestyles
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- 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
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Effectiveness of games in changing healthy lifestyles
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- 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
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
plaincorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
- The authors state this as an assumption: The pre-test-post-test correlation is 0.50 for effect size calculation.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“As yet, no meta-analysis of serious games for healthy lifestyle promotion has been reported.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Introduction
plain- Asserted: passes — The authors put it forward as true.
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- Load-bearing: passes — The paper’s conclusions depend on it.
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Probably not a substantial claim. The paper may give no reason why it holds.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“Often game studies briefly mentioned which theoretical foundation was used, but not how theoretical techniques were applied to address the target outcome.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“They were effective either as a stand-alone or multi-component program”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Conclusions
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Influence of study, sample and game characteristics as moderators of game effectiveness
hedgedcorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
In the paper
“as was the case for self-efficacy, which is another determinant with a strong association with behavior change (Bartholomew, Parcel, Kok, Gottlieb, & Fernàndez 2011).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
What the sources say
- Not checked yetcites Bartholomew, Parcel, Kok, Gottlieb, & Fernàndez 2011
boostedcorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
None of the sources cited for this claim have been checked yet.
In the paper
“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).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
What the sources say
- Not checked yetcites Peng 2008 source
- Not checked yetcites Prensky 2007
hedgedconditional- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
None of the sources cited for this claim have been checked yet.
In the paper
“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.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
What the sources say
- Not checked yetcites Kapp 2012
- Not checked yetcites Lu, Baranowski, Thompson, & Buday 2012
hedgedconditional- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
In the paper
“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).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
What the sources say
- Not checked yetcites Michie et al. 2011a
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Interpretation and application of theories may therefore have been different across game studies.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
hedged- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
hedgeddirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
In the paper
“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.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Effectiveness of games in changing healthy lifestyles
What the sources say
- Not checked yetcites Jantz et al. 2002 source
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
In the paper
“For computer-tailored interventions, the use of self-regulation theories has been recommended to improve effectiveness (Lustria, Cortese, Noar, & Glueckauf 2009).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
What the sources say
- Not checked yetcites Lustria, Cortese, Noar, & Glueckauf 2009 source
plainconditional- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
None of the sources cited for this claim have been checked yet.
In the paper
“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”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
What the sources say
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
None of the sources cited for this claim have been checked yet.
In the paper
“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).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
What the sources say
- Not checked yetcites Charles et al. 2005
- Not checked yetcites Wilson et al. 2009 source
plainconditional- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
In the paper
“while leisure games are played 7 hours per week on average (Boyle, Connolly, Hainey, & Boyle 2012).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
What the sources say
- Not checked yetcites Boyle, Connolly, Hainey, & Boyle 2012
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“These were coded separately in our meta-analyses, singling out effect of intervention duration versus duration until measurement.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim.
In the paper
“They reported that interventions lasting fewer than 12 weeks more often achieved their objectives than interventions lasting longer.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Discussion
What the sources say
- Not checked yetcites Primack, Carroll, McNamara, Klem, King, Rich, Chan, & Nayak 2012
plaincorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
In the paper
“Decreasing risky behavior may be harder to achieve than increasing health-promoting behavior (Adriaanse et al. 2011).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Limitations
What the sources say
- Not checked yetcites Adriaanse et al. 2011 source
hedgedconditional- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“Our meta-analysis did not distinguish between reducing unhealthy behavior or increasing healthy actions.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Limitations
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“These features were not included here.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Limitations
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“Lastly, this review included various types of health behaviors, which may be difficult to compare.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Limitations
hedgedconditional- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“Third, publication bias is always a concern: reported effect sizes may be overestimated (e.g. behavioral determinants).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Limitations
hedgedconditional- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: fails — The paper may give no reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it. The paper may give no reason why it holds. It may state two separate claims as one.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“The analyses were furthermore limited by the information available in the manuscripts and that additionally obtained from the researchers.”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Limitations
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
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 source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“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)
Experimental — accuracy not yet measuredIn the citing paper
“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].”
In the citing paper
“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.
Rated minor: it would not touch a result — a value no result rests on, a p-value that stays on the same side of the significance level, or a conflict that is clerical, resolved elsewhere in the paper, or outside its own findings.
In the paper
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Abstract
“Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120).”
§ A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion > Results > Effectiveness of games in changing healthy lifestyles
“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)”
Citations
Cites
Statistical Power Analysis for the Behavioral Sciences
Muller, K. E., & Cohen, J. (1989) · Technometrics · doi:10.2307/1270020 · Cited by 99,603
Statistical power analysis for the behavioral sciences
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Measuring inconsistency in meta-analyses
Higgins, J. P. T., Thompson, S. G., Deeks, J. J., & Altman, D. G. (2003) · BMJ · doi:10.1136/bmj.327.7414.557 · Cited by 63,139
Michie, S., van Stralen, M. M., & West, R. (2011) · Implementation Science · doi:10.1186/1748-5908-6-42 · Cited by 13,697 · cited 2×
“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).”
BackgroundMethodBorenstein, M., Hedges, L. V., Higgins, J. P. T., & Rothstein, H. R. (2021) · doi:10.1002/9781119558378 · Cited by 9,799
Foundations of Clinical Research: Applications to Practice,
(2002) · Survey of Ophthalmology · doi:10.1016/s0039-6257(02)00362-4 · Cited by 9,494
Distribution Theory for Glass's Estimator of Effect Size and Related Estimators
Hedges, L. V. (1981) · Journal of Educational Statistics · doi:10.2307/1164588 · Cited by 5,695 · cited 1×
“Random-effects Hedges' g was applied to indicate effect size, correcting for small sample sizes (Hedges, 1981).”
MethodLopez, A. D., Mathers, C. D., Ezzati, M., Jamison, D. T., & Murray, C. J. (2006) · The Lancet · doi:10.1016/s0140-6736(06)68770-9 · Cited by 5,630 · cited 1×
“…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).”
BackgroundKapp, K. M. (2012) · Cited by 3,753
How should meta‐regression analyses be undertaken and interpreted?
Thompson, S. G., & Higgins, J. P. T. (2002) · Statistics in Medicine · doi:10.1002/sim.1187 · Cited by 3,026 · cited 1×
“Meta-regression (methods-of-moments procedure) was performed for continuous moderators (Thompson and Higgins, 2002), where the slope ( β ) and its p-value indicated the importance of this moderator in understanding linear changes in effect sizes.”
Method
Cited by
Sorted by citations
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
Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106963 · Cited by 1,324
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
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 260
“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
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
“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
“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
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
“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
“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 177
“…(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
“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
“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
“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
“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 181
“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
“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
“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
“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 145
Self-citationWong, C. A., Madanay, F., Ozer, E. M., Harris, S. K., Moore, M., Master, S. O., Moreno, M., & Weitzman, E. R. (2020) · Journal of Adolescent Health · doi:10.1016/j.jadohealth.2019.10.018 · Cited by 111
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
“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
“[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 106
“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
“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
“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
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
“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 104
“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 93
“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 78
“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 72
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
“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
“…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
“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 70
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
“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 78
“…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 78
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 80
“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
“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 55
“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
“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
“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 62
“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
“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
“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
“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
“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
“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
“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 53
“…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., Carter, G., Clarke, S., & Mitchell, G. (2023) · BMC Nursing · doi:10.1186/s12912-023-01345-2 · Cited by 49
“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
“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 61
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
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
“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
“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
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
“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
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 46
“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 46
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 48
“…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
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 44
Chittaro, L., & Buttussi, F. (2018) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2018.07.006 · Cited by 41
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
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
“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
“[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
Carter, G., Wilson, C. B., & Mitchell, G. (2021) · PLoS ONE · doi:10.1371/journal.pone.0257337 · Cited by 38
“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. P., & Bravaccio, C. (2023) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph20043414 · Cited by 38
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
“encouraging users to adopt a healthier lifestyle ( [19]).”
BackgroundDias, J. D., Domingues, A. N., Tibes, C. M. D. S., Zem-Mascarenhas, S. H., & Fonseca, L. M. M. (2018) · Revista Latino-Americana de Enfermagem · doi:10.1590/1518-8345.2509.3036 · Cited by 41
“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 44
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 30
“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 44
“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
“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
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 36
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
(2021) · doi:10.2196/28801 · Cited by 34
“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
“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
“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 37
“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 35
Tan, J. W., Ng, K. B., & Mogali, S. R. (2021) · JMIR Serious Games · doi:10.2196/33282 · Cited by 32
“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
“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
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
“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
“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
“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 34
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
Holzmann, S. L., Dischl, F., Schäfer, H., Groh, G., Hauner, H., & Holzapfel, C. (2019) · JMIR Formative Research · doi:10.2196/10284 · Cited by 27
“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
“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
“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
“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
“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
Metadata
- 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
- 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 › Communication › 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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