The DOI matches its Crossref record; 72 of the 72 references it cites were found in a registry or an index.
A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial
Abstract
OBJECTIVE. Suboptimal adherence to self-administered medications is a common problem. The purpose of this study was to determine the effectiveness of a video-game intervention for improving adherence and other behavioral outcomes for adolescents and young adults with malignancies including acute leukemia, lymphoma, and soft-tissue sarcoma. METHODS. A randomized trial with baseline and 1- and 3-month assessments was conducted from 2004 to 2005 at 34 medical centers in the United States, Canada, and Australia. A total of 375 male and female patients who were 13 to 29 years old, had an initial or relapse diagnosis of a malignancy, and currently undergoing treatment and expected to continue treatment for at least 4 months from baseline assessment were randomly assigned to the intervention or control group. The intervention was a video game that addressed issues of cancer treatment and care for teenagers and young adults. Outcome measures included adherence, self-efficacy, knowledge, control, stress, and quality of life. For patients who were prescribed prophylactic antibiotics, adherence to trimethoprim-sulfamethoxazole was tracked by electronic pill-monitoring devices (n = 200). Adherence to 6-mercaptopurine was assessed through serum metabolite assays (n = 54). RESULTS. Adherence to trimethoprim-sulfamethoxazole and 6-mercaptopurine was greater in the intervention group. Self-efficacy and knowledge also increased in the intervention group compared with the control group. The intervention did not affect self-report measures of adherence, stress, control, or quality of life. CONCLUSIONS. The video-game intervention significantly improved treatment adherence and indicators of cancer-related self-efficacy and knowledge in adolescents and young adults who were undergoing cancer therapy. The findings support current efforts to develop effective video-game interventions for education and training in health care.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
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?
In the citing paper
“Serious gaming (ie, [digital] games used for purposes other than purely entertainment) is a novel and promising approach to support the treatment of clinical symptoms and improvement of adaptive functioning among diverse patient groups [31-35].”
Citations
Cites
Baron, R. M., & Kenny, D. A. (1986) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.51.6.1173 · Cited by 91,532
Self-efficacy: The exercise of control
Bandura, A., Freeman, W. H., & Lightsey, R. (1999) · Journal of Cognitive Psychotherapy · doi:10.1891/0889-8391.13.2.158 · Cited by 46,835
Self-efficacy: Toward a unifying theory of behavioral change
Bandura, A. (1977) · Psychological Review · doi:10.1037/0033-295x.84.2.191 · Cited by 43,925
(1985) · Medical Entomology and Zoology · Cited by 19,180
Self-efficacy: Toward a unifying theory of behavioral change
Bandura, A. (1978) · Advances in Behaviour Research and Therapy · doi:10.1016/0146-6402(78)90002-4 · Cited by 10,586
The functional assessment of cancer therapy scale: development and validation of the general measure
Cella, D. F., Tulsky, D. S., Gray, G., Sarafian, B., Linn, E., Bonomi, A., Silberman, M., Yellen, S. B., Winicour, P., & Brannon, J. (1993) · Journal of Clinical Oncology · doi:10.1200/jco.1993.11.3.570 · Cited by 6,020
Concurrent and Predictive Validity of a Self-reported Measure of Medication Adherence
Morisky, D. E., Green, L. W., & Levine, D. M. (1986) · Medical Care · doi:10.1097/00005650-198601000-00007 · Cited by 5,399
(1988) · Cited by 4,111
Self-Efficacy Beliefs of Adolescents
Pajares, F., & Urdan, T. (2006) · Emerald Group Publishing Limited eBooks · doi:10.1108/978-1-60752-750-3 · Cited by 3,544
Toward an Emotion Nuanced Sensemaking Perspective of Organizational Consultation
Lundberg, C. C. (2000) · Emerald Group Publishing Limited eBooks · doi:10.1108/978-1-60752-837-120251015 · Cited by 3,340
Flagged first, then by citations
Research works printed but not linked: 2
- Horan PP, Yarborough MC, Besigel G, Carlson DR. Computer-assisted self-control of diabetes by adolescents. Diabetes Educ. 1990;(16):205–211 · DOI
- Bandura A. Guide for constructing self-efficacy scales. In: Caprara G, ed. The Assessment of Self-efficacy [in Italian]. Trento, Italy: Erickson; 2001:15–37
Cited by
Sorted by citations
Items 301–400 of 801
Annaim, A., Lassiter, M., Viera, A. J., & Ferris, M. (2015) · BMC Pediatrics · doi:10.1186/s12887-015-0517-2 · Cited by 18
“or video games to teach parents about their children’s conditions has not been well characterized [3–9].”
BackgroundTsai, J., Huang, M., Rosenheck, R. A., & Wilkinson, S. T. (2020) · Psychiatric Services · doi:10.1176/appi.ps.201900448 · Cited by 18
Barbosa, D. N. F., Bassani, P. B. S., Mossmann, J. B., Schneider, G. T., Reategui, E. B., Branco, M., Meyrer, L., & Nunes, M. (2014) · Lecture notes in computer science · doi:10.1007/978-3-319-05972-3_16 · Cited by 18
“Based on the same idea, the game “Re-Mission” [5] was developed to get young people with cancer to learn about the illness and its treatment.”
BackgroundInfluentialSzczęsna, A., Tomaszek, M., & Wieteska, A. (2012) · Lecture notes in computer science · doi:10.1007/978-3-642-31196-3_24 · Cited by 18
Examining Enjoyment of Casual Videogames
Shafer, D. M., & Carbonara, C. P. (2015) · Games for Health Journal · doi:10.1089/g4h.2015.0012 · Cited by 18
Improving adherence and outcomes in diabetic patients
Joshi, R., Joshi, D., & Cheriyath, P. (2017) · Patient Preference and Adherence · doi:10.2147/ppa.s122490 · Cited by 18
“There is only one app that is specific to cancer and that has been proven to be helpful.(24) There is only one effective app, PatientPartner, which is nonspecific to any particular disease because it focuses on three general parameters of thinking and decision making: information management, stress coping, and health…”
The Role of the Researcher in Making Serious Games for Health
Kato, P. M. (2012) · Advances in healthcare information systems and administration book series · doi:10.4018/978-1-4666-1903-6.ch010 · Cited by 18
Self-citationTraxler, J. M. (2014) · IGI Global eBooks · doi:10.4018/978-1-4666-2139-8.ch001 · Cited by 17
Tsui, T., France, K. D., Khalid‐Khan, S., Granic, I., & Hollenstein, T. (2021) · Games for Health Journal · doi:10.1089/g4h.2020.0083 · Cited by 18
“The use of videogames to teach new constructive skills has gained attention in the fields of medicine and education, 16,17 but the benefits of videogames for mental health remain relatively unexplored.”
Evaluating social games for kids and teenagers diagnosed with cancer
Fuchslocher, A., Gerling, K., Masuch, M., & Krämer, N. C. (2011) · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health · doi:10.1109/segah.2011.6165463 · Cited by 17
“A clinical study [11] showed that the game intervention significantly improved treatment adherence and cancer-related self-efficacy of teenage patients undergoing cancer therapy.”
BackgroundMethodAventin, Á., Houston, S., & Macdonald, G. M. (2014) · Children and Youth Services Review · doi:10.1016/j.childyouth.2014.10.012 · Cited by 17
“There have also been increasing reports of the benefits of computer games in improving health-related outcomes and promoting adolescents’ engagement and motivation (Griffiths, 2003; Caspar, 2004; Kato et al., 2008; Wilkinson et al., 2008; Primack et al., 2012).”
BackgroundExploring and Upgrading the Educational Business-Game Taxonomy
Blažič, A. J., & Blažič, B. J. (2015) · Journal of Educational Computing Research · doi:10.1177/0735633115572959 · Cited by 17
“A couple of recently published works (Biagi & Loi, 2013) and (Kato et al., 2008) put forward the hypothesis that gaming might indeed stimulate the enhancement of skills, competences, and abilities such as strategic thinking, memory improvement, fantasy development, interaction, and better adaptation.”
BackgroundMethodWonggom, P., Du, H., & Clark, R. A. (2018) · Journal of Advanced Nursing · doi:10.1111/jan.13768 · Cited by 21
“…must be developed and evaluated based on the characteristics and needs of its intended patient population (Annaim et al., 2015; Bedra et al., 2013; Friedman, Cosby, Boyko, Hatton ‐ Bauer, & Turnbull, 2011; Constance Johnson et al., 2014; Kato, Cole, Bradlyn, & Pollock, 2008; Ruggiero et al., 2014).”
BackgroundJansen, P., Snijders, C. C. P., & Willemsen, M. C. (2020) · PLoS ONE · doi:10.1371/journal.pone.0229197 · Cited by 17
Salsman, J. M., McLouth, L. E. S., Cohn, M., Tooze, J. A., Sorkin, M., & Moskowitz, J. T. (2020) · JMIR Research Protocols · doi:10.2196/17078 · Cited by 18
“interventions have been developed for AYAs [16,17], including those that use electronic health (eHealth) modalities [18-20], none have included a focus on enhancing psychological well-being through positive emotions.”
BackgroundKhalil, G. E. (2012) · Games for Health Journal · doi:10.1089/g4h.2012.0017 · Cited by 18
“While ‘‘Re-Mission’’ was designed to promote medication adherence, 20,21 this study considers its ability to help healthy young adults perceive cancer risks and encourage them to seek information by speaking to their doctors.”
Design and implementation of serious games for training and education
Furuichi, M., Aibara, M., & Yanagisawa, K. (2014) · UKACC International Conference on Control · doi:10.1109/control.2014.6915223 · Cited by 17
“Such games are called “Serious Games”[1], and many serious games have been developed[2-6].”
BackgroundArbianingsih, Utario, Y., Rustina, Y., Krianto, T., & Ayubi, D. (2018) · Enfermería Clínica · doi:10.1016/s1130-8621(18)30031-7 · Cited by 18
Aubin, S., Rosberger, Z., Hafez, N., Noory, M. R., Perez, S., Lehmann, S., Batist, G., & Kavan, P. (2019) · Journal of Adolescent and Young Adult Oncology · doi:10.1089/jayao.2017.0101 · Cited by 15
“47 The main objective of this study was to evaluate the effectiveness of a tailored psychosocial intervention for members of the AYAC population aged between 18 and 39 years against a care-as-usual (control) condition.”
Interactive serious game for shoulder rehabilitation based on real-time hand tracking
Viglialoro, R. M., Condino, S., Turini, G., Mamone, V., Carbone, M., Ferrari, V., Ghelarducci, G., Ferrari, M., & Gesi, M. (2020) · Technology and Health Care · doi:10.3233/thc-192081 · Cited by 16
Modi, A. C., Patel, A. D., Mara, C. A., Schmidt, M., Tenney, J. R., & Stevens, J. H. (2023) · Epilepsy & Behavior · doi:10.1016/j.yebeh.2022.109082 · Cited by 16
Psychosocial Issues in Adolescent and Young Adult Patients and Survivors
Penn, A., Kuperberg, A., & Zebrack, B. (2016) · Pediatric oncology · doi:10.1007/978-3-319-33679-4_23 · Cited by 16
The role of serious games in the iManageCancer project
Hoffmann, S., & Wilson, S. (2018) · ecancermedicalscience · doi:10.3332/ecancer.2018.850 · Cited by 16
Therapeutic Patient Education with Learning Objects Improves Asthma Control in Mexican Children
Martínez‐González, C. L., Fajardo, M. C. C. C., Segura-Medina, P., & Quezada-Bolaños, P. (2020) · Journal of Medical Systems · doi:10.1007/s10916-020-1539-3 · Cited by 16
Staying Motivated During Difficult Times: A Snapshot of Serious Games for Paediatric Cancer Patients
Majid, E. S. A., Garcia, J. A., Nordin, A. I., & Raffe, W. L. (2020) · IEEE Transactions on Games · doi:10.1109/tg.2020.3039974 · Cited by 16
Mena-Moreno, T., Fernández‐Aranda, F., Granero, R., Munguía, L., Steward, T., López-González, H., del Pino‐Gutiérrez, A., Lozano‐Madrid, M., Gómez‐Peña, M., Moragas, L., et al. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.621953 · Cited by 18
“Some studies have shown that the use of video games could improve motivation and adherence to treatment (Kato et al., 2008; Coyle et al., 2009).”
BackgroundSeeking virtual support: Digital technology use in adolescent and young adults with advanced cancer
Steineck, A., Lau, N., Fladeboe, K., Walsh, C., Rosenberg, A. R., Yi‐Frazier, J. P., & Barton, K. S. (2022) · Pediatric Blood & Cancer · doi:10.1002/pbc.29938 · Cited by 16
Interdisciplinary Tensions When Developing Digital Interventions Supporting Individuals With ADHD
Cibrian, F. L., Monteiro, E. M., Schuck, S. E. B., Nelson, M. A., Hayes, G. R., & Lakes, K. D. (2022) · Frontiers in Digital Health · doi:10.3389/fdgth.2022.876039 · Cited by 18
“One of the RCTs included in our review examined outcomes from Plan-It Commander (14), an internet-based serious game for ADHD children, builds on theories of self-regulation (15), social cognition (16), and learning (17) to teach time management, planning and organizing, and prosocial skills.”
BackgroundPrecision gaming for health: Computer games as digital medicine
Kinross, J. K. (2018) · Methods · doi:10.1016/j.ymeth.2018.09.009 · Cited by 15
Moving the Dial on Heart Failure Patient Adherence Rates
Makris, E., Hu, L. Y., Jones, G. B., & Wright, J. M. (2020) · Patient Preference and Adherence · doi:10.2147/ppa.s283277 · Cited by 16
Bayley, J. E., & Brown, K. (2015) · BMC Public Health · doi:10.1186/s12889-015-2545-0 · Cited by 15
“Evidence suggests that SGs are an effective and efficient means of delivering targeted behavioural outcomes with longer lasting effects [32].”
BackgroundKhalil, G. E., Beale, I. L., Chen, M., & Prokhorov, A. V. (2016) · JMIR Serious Games · doi:10.2196/games.5793 · Cited by 17
“While Re-Mission has shown success in promoting medication adherence in young cancer patients [17], this randomized controlled study showed that the experience of challenge in Re-Mission , when played by young healthy adults, led to an increase in perceived cancer severity and susceptibility, as…”
Delmas, A., Clement, B., Oudeyer, P., & Sauzeon, H. (2018) · Frontiers in Education · doi:10.3389/feduc.2018.00099 · Cited by 16
Putting Social Psychology into Serious Games
Baldwin, M. W., & Dandeneau, S. (2009) · Social and Personality Psychology Compass · doi:10.1111/j.1751-9004.2009.00185.x · Cited by 15
Pilot Development of an Electronic Pediatric Inflammatory Bowel Disease Quiz Game
Tung, J., Grunow, J. E., & Jacobs, N. J. (2015) · Journal of Pediatric Gastroenterology and Nutrition · doi:10.1097/mpg.0000000000000788 · Cited by 15
“Reported QOL and stress were not different, however (14).”
BackgroundGames for Empathy for Sensitive Social Groups
Drigas, A. S., & Papoutsi, C. (2016) · International Journal of Recent Contributions from Engineering Science & IT (iJES) · doi:10.3991/ijes.v4i3.5923 · Cited by 15
““Re-Mission” tries to increase feelings of self-efficacy and iJES ‒ Volume 4, Issue 3, 2016 SHORT PAPER G AMES FOR E MPATHY FOR S ENSITIVE S OCIAL G ROUPS self-esteem to the patients and evoke emotions and empathy for a better communication and interaction with the young patients [28], [29].”
BackgroundThe Psychological Effects Of Videogames On Young People: A Review
McLean, L., & Griffiths, M. D. (2013) · Zenodo (CERN European Organization for Nuclear Research) · doi:10.5281/zenodo.1205552 · Cited by 14
Personalization in Game Design for Healthcare: a Literature Review on its Definitions and Effects
van Dooren, M. M. M., Visch, V., Spijkerman, R., Goossens, R., & Hendriks, V. M. (2016) · International Journal of Serious Games · doi:10.17083/ijsg.v3i4.134 · Cited by 14
“, the compliance of an end-user to the medication schedule [92-94] or enhancing daily physical activity [21].”
BackgroundPerformance test for prototype game for children with adhd
Bahana, R., Gaol, F. L., Wiguna, T., Warnars, H. L. H. S., Soewito, B., Nugroho, E., Dirgantoro, B. P., & Abdurachman, E. (2018) · Journal of Physics Conference Series · doi:10.1088/1742-6596/978/1/012004 · Cited by 14
“A study conducted globally in 34 health centers, comparing children playing Re-Mission with children playing other computer games [19].”
BackgroundMbada, C. E., Makinde, M. O., Odole, A. C., Dada, O. O., Ayanniyi, O., Salami, A. J., & Gambo, I. (2019) · Human Movement · doi:10.5114/hm.2019.83998 · Cited by 14
Play the Pain: A Digital Strategy for Play-Oriented Research and Action
Khalili‐Mahani, N., Holowka, E., Woods, S., Khaled, R., Roy, M., Lashley, M., Tristan Glatard, B., Timm‐Bottos, J., Dahan, A., Niesters, M., et al. (2021) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2021.746477 · Cited by 15
“In pain management, the focus of playing such games is typically on patient education, distraction, or self-management—for example, evoking analgesia through active engagement with VR or digital games (170, 171, 176, 177).”
BackgroundMeasuring psychosocial outcomes: is the consumer or the professional the best judge?
Paul, C. L., Sanson‐Fisher, R., & Carey, M. L. (2013) · European Journal of Cancer Care · doi:10.1111/ecc.12048 · Cited by 14
“Many of the published studies using unmet needs as an outcome measure have not produced a change in these outcomes (Kato et al. 2008; Eriksson et al. 2010).”
BackgroundAdherence-Related Issues in Adolescents and Young Adults with Hematological Disorders
Leader, A., & Raanani, P. (2014) · Acta Haematologica · doi:10.1159/000360197 · Cited by 15
Development of a serious game for children with hemophilia
Matsunaga, R. M., Moraes, R., Borges, M. A. F., Matta, M. A. P., & Ozelo, M. C. (2014) · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health · doi:10.1109/segah.2014.7067082 · Cited by 14
“The medical field, since the 80s, makes use of games to get better results in physical rehabilitation and patient adherence to treatment [5].”
BackgroundOperationalization and Measurement of Evaluation Constructs
Emmerich, K., Bogacheva, N. V., Bockholt, M., & Wendel, V. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-46152-6_13 · Cited by 14
“Thiswas for instancedoneduring the evaluationof the game Re-Mission [38], which is an interesting example of a comprehensive evaluation.”
BackgroundInfluentialHow Serious Games for Health Enhance Empowerment-Related Patient Education: The Impact of Gender
D’Aprile, G., Ligorio, M. B., & Severino, A. U. (2017) · Technology Knowledge and Learning · doi:10.1007/s10758-017-9344-x · Cited by 14
“2013), cancer therapy management (Kato et al. 2008), and diabetes management (Brown et al.”
BackgroundVandermorris, A., Sampson, L., & Korenblum, C. (2019) · Pediatric Blood & Cancer · doi:10.1002/pbc.28128 · Cited by 16
Serious Games as Communicative Tools for Attitudinal and Behavioral Change
Muhamad, J. W., & Kim, S. Y. (2020) · Wiley eBooks · doi:10.1002/9781119399926.ch9 · Cited by 14
Research Advances in ADHD and Technology
Cibrian, F. L., Hayes, G. R., & Lakes, K. D. (2021) · Synthesis lectures on technology and health · doi:10.1007/978-3-031-01606-6 · Cited by 13
Keinonen, K., Lappalainen, P., Kotamäki-Viinikka, S., & Lappalainen, R. I. (2022) · Journal of Contextual Behavioral Science · doi:10.1016/j.jcbs.2022.11.010 · Cited by 13
“Therapeutic mobile games are one form of serious game that can engage and motivate children and adolescents and offer them the opportunity to be exposed to contingency-based learning and acquire skills they can practice (Kato et al., 2008).”
Hieftje, K. D., Duncan, L. R., Florsheim, O., Sawyer, B., & Fiellin, L. E. (2019) · Games for Health Journal · doi:10.1089/g4h.2017.0106 · Cited by 13
“18,19 27 Accordingly, the fields of ‘‘serious games’’ and ‘‘games for health’’ are rapidly evolving.”
Saberi, P., Berrean, B., Milionis, C., Wong, J. O., & Arnold, E. A. (2020) · mHealth · doi:10.21037/mhealth-19-234 · Cited by 13
“More specifically, clinical studies have shown that receiving mHealth interventions is associated with changing indicators of disease management, including increasing social support, self-care behaviors, symptom management, self-efficacy, and disease-related knowledge (15,16).”
BackgroundSerious video games and psychological support: A depression intervention among young cancer patients
Khan, S., Abbasi, A. Z., Kazmi, S. F., Ting, D. H., Rehman, U., Hlavacs, H., & Arslan, F. S. (2022) · Entertainment Computing · doi:10.1016/j.entcom.2022.100479 · Cited by 13
Effect of MP4 Therapy Videos on Adherence to Voice Therapy Home Practice in Children With Dysphonia
Braden, M. N., & van Leer, E. (2016) · Journal of Voice · doi:10.1016/j.jvoice.2016.03.015 · Cited by 13
Ciocarlan, A., Masthoff, J., & Oren, N. (2017) · ACM Conference on User Modeling, Adaptation and Personalization (UMAP) · doi:10.1145/3099023.3099111 · Cited by 13
“In recent years, an increasing number of persuasive games have been developed [2, 11, 12, 21].”
BackgroundEinführung in die Vergangenheit, Gegenwart und Zukunft von Serious Games (for Health)
Tolks, D., Dadaczynski, K., & Horstmann, D. (2018) · Prävention und Gesundheitsförderung · doi:10.1007/s11553-018-0667-9 · Cited by 13
Developing and piloting a serious game to educate children about over‐the‐counter medication safety
Abraham, O., Feathers, A. M., Grieve, L., & Babichenko, D. (2019) · Journal of Pharmaceutical Health Services Research · doi:10.1111/jphs.12292 · Cited by 13
Sparapani, V. D. C., Fels, S., & Nascimento, L. C. (2017) · JMIR Diabetes · doi:10.2196/diabetes.7652 · Cited by 13
“An increase in understanding of the disease has been shown in studies that used video games with goals of changing health behaviors through the use of educational interventions [17,50,51].”
BackgroundAneni, K., Fernandes, C.-S. F., Hoerner, L. A., Szapary, C. L., Pendergrass, T. M., & Fiellin, L. E. (2023) · JMIR Serious Games · doi:10.2196/46912 · Cited by 11
Sarasmita, M. A., Lee, Y.-H., Chan, F.-Y., & Chen, H. (2024) · Journal of Medical Internet Research · doi:10.2196/49692 · Cited by 20
“[42,43], cystic fibrosis (1/16, 6”
Columb, D., Keegan, E., Griffiths, M. D., & OʼGara, C. (2021) · Irish Journal of Psychological Medicine · doi:10.1017/ipm.2021.40 · Cited by 13
“Gaming can improve adherence to medical treatment (Kato et al. 2008) and improve mood (Russoniello et al. 2009).”
Adapting a Videogame to the Needs of Pediatric Cancer Patients and Survivors
Beltran, A., Li, R., Ater, J. L., Baranowski, J. C., Buday, R., Thompson, D. I., Chandra, J., & Baranowski, T. (2013) · Games for Health Journal · doi:10.1089/g4h.2013.0018 · Cited by 12
“A serious videogame, ‘‘Re-Mission’’ (HopeLab, Palo Alto, CA), was acceptable to young cancer patients, 40 enhanced their medication compliance, 41 and activated reward-related mesolimbic circuits leading to positive attitudes toward chemotherapy.”
Development of an HIV Prevention Videogame: Lessons Learned
Hieftje, K. D., Fiellin, L. E., Pendergrass, T. M., & Duncan, L. R. (2016) · International Journal of Serious Games · doi:10.17083/ijsg.v3i2.110 · Cited by 12
Electronic game: A key effective technology to promote behavioral change in cancer patients
Safdari, R., Ghazisaeidi, M., Goodini, A., Mirzaee, M., & Farzi, J. (2016) · Journal of Cancer Research and Therapeutics · doi:10.4103/0973-1482.154939 · Cited by 14
Apples and Oranges: Serious Chronic Illness in Adults and Children
Schor, E. L., & Cohen, E. (2016) · The Journal of Pediatrics · doi:10.1016/j.jpeds.2016.08.098 · Cited by 12
Lay Theories and Metaphors of Health and Illness
Hauser, D., Nesse, R. M., & Schwarz, N. (2017) · Springer eBooks · doi:10.1007/978-3-319-57306-9_14 · Cited by 12
McGrady, M. E., Eckman, M. H., O'Brien, M. M., & Pai, A. L. H. (2018) · Journal of Pediatric Psychology · doi:10.1093/jpepsy/jsy022 · Cited by 12
“The API was assumed to reflect a hypothetical intervention rather than any single API, as the only published API in pediatric oncology includes a videogame delivered without intervention by a trained professional to adolescents and young adults with a range of cancer diagnoses (Kato et al., 2008).”
BackgroundConceptual framework for designing video games for children with type 1 diabetes
Sparapani, V. D. C., Fels, S., Kamal, N. R., & Nascimento, L. C. (2019) · Revista Latino-Americana de Enfermagem · doi:10.1590/1518-8345.2764.3090 · Cited by 14
“The use of heroic characters in the history of video games, aiming at promoting health for children, is a strategy that has been used(23,67).”
BackgroundAndrade‐Romo, Z., Chavira-Razo, L., Buzdugan, R., Bertozzi, E., & Bautista-Arredondo, S. A. (2020) · mHealth · doi:10.21037/mhealth.2020.03.01 · Cited by 11
Nikkila, S., Patel, G., Sundaram, H., Kelliher, A., & Sabharwal, A. (2012) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/2212776.2223811 · Cited by 12
“There is significant research focused on educational health games for a wide variety of medical conditions including diabetes [9,13], cancer [8], and mental health issues [5].”
BackgroundGuest editorial: games for learning and dialogue on humanitarian work
Harteveld, C., & Suárez, P. (2015) · Journal of Humanitarian Logistics and Supply Chain Management · doi:10.1108/jhlscm-01-2015-0005 · Cited by 12
Du, H., Wonggom, P., Burdeniuk, C., Wight, J., Nolan, P. B., Barry, T., Nesbitt, K., & Clark, R. A. (2020) · British Journal of Cardiac Nursing · doi:10.12968/bjca.2020.0007 · Cited by 11
Theoretically driven educational app design: the creation of a mathematics app
Alam, S., & Dubé, A. (2022) · Educational technology research and development · doi:10.1007/s11423-022-10109-9 · Cited by 9
“Arnab et al. (2015) proposed the LM–GM framework as an analytic tool to understand how a game produces learning outcome (see also Kato et al., 2008).”
BackgroundDuval, J., Vidal, L. T., Segura, E. M., Li, Y., & Wærn, A. (2023) · International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS) · doi:10.1145/3597638.3608421 · Cited by 14
“Ranging from physical therapy [19], to speech therapy [17], mental health [22, 23, 36], pain management [39, 59], and medication adherence [35], games move us forward.”
BackgroundKim, S., Wilson, P., & Abraham, O. (2024) · JMIR Serious Games · doi:10.2196/58724 · Cited by 11
Phelps, C., Minou, M., Baker, A., Hughes, C., French, H., Hawkins, W., Leeuwenberg, A., Crabtree, R., & Hutchings, P. B. (2016) · Health Expectations · doi:10.1111/hex.12473 · Cited by 11
Guidelines for Developing Patient Education Materials
Findeis, A., & Patyk, M. (2020) · Springer eBooks · doi:10.1007/978-3-030-48088-2_14 · Cited by 11
Visuohaptic augmented feedback for enhancing motor skills acquisition
Asadipour, A., Debattista, K., & Chalmers, A. G. (2016) · Warwick Research Archive Portal (University of Warwick) · Cited by 11
Sparapani, V. D. C., Fels, S., Kamal, N. R., Banca, R. O. L., & Nascimento, L. C. (2021) · Journal of Diabetes Science and Technology · doi:10.1177/19322968211017555 · Cited by 14
Byrne, E. M., Pascoe, M., Cooper, D., Armstrong, T. S., & Gilbert, M. R. (2023) · Neuro-Oncology Advances · doi:10.1093/noajnl/vdad159 · Cited by 11
Serious Game Scores as Health Condition Indicator for Cancer Patients
Peters, K., Fares, K., Reithofer, A., Rebecca, W., Mateus‐Berr, R., Kuczwara, J., Lehner, Z., Lawitschka, Á., Brunmaier, B., Martínek, D., et al. (2015) · Studies in health technology and informatics · doi:10.3233/978-1-61499-512-8-892 · Cited by 11
Bacon Brains : Video Games for Teaching the Science of Addiction
Epstein, J. B., Noel, J. G., Finnegan, M. K., & Watkins, K. (2016) · Journal of Child & Adolescent Substance Abuse · doi:10.1080/1067828x.2015.1103348 · Cited by 11
“For example, in a large-scale evaluation, young cancer patients who played a video game about cancer treatment were more adherent and demonstrated signi fi cantly more knowledge about their condition than those who did not play the game (Kato, Cole, Bradlyn, & Pollock, 2008).”
BackgroundEthical Issues of Gamification in Healthcare
Coelho, L. P., & Reis, S. S. (2020) · Advances in medical technologies and clinical practice book series · doi:10.4018/978-1-7998-7472-0.ch001 · Cited by 11
Digitale Lehr- und Lernangebote in der medizinischen Ausbildung: Schon am Ziel oder noch am Anfang?
Kühn, S., Frankenhauser, S., & Tolks, D. (2018) · PUB – Publications at Bielefeld University (Bielefeld University) · Cited by 11
A Framework for Evaluating Behavior Change Interventions through Gaming
Rao, V. (2013) · Lecture notes in computer science · doi:10.1007/978-3-319-03161-3_27 · Cited by 11
The Role of the Researcher in Making Serious Games for Health
Kato, P. M. (2015) · IGI Global eBooks · doi:10.4018/978-1-4666-6433-3.ch072 · Cited by 29
Self-citationEmerging Technologies for Clinical Practice
McKay, D., Przeworski, A., & O'Neill, S. M. (2016) · Elsevier eBooks · doi:10.1016/b978-0-12-802075-3.00014-0 · Cited by 11
Smeddinck, J. D. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-46152-6_10 · Cited by 11
Tanes, Z. (2017) · Behaviour and Information Technology · doi:10.1080/0144929x.2017.1334089 · Cited by 11
“…of video games on various health, safety, and social issues, such as asthma, obesity, diabetes, and access to resources (Baranowski et al. 2003; Cullen et al. 2004; Gao et al. 2012; Greitemeyer and Osswald 2010; Kato et al. 2008; McPherson et al. 2006; Peng 2009; Peng, Lee, and Heeter 2010).”
BackgroundDorfman, C. S., Shelby, R. A., Stalls, J. M., Somers, T. J., Keefe, F. J., Vilardaga, J. P., Winger, J. G., Mitchell, K., Ehren, C., & Oeffinger, K. C. (2023) · Journal of Adolescent and Young Adult Oncology · doi:10.1089/jayao.2022.0100 · Cited by 10
Pendergrass, T. M., Hoerner, L. A., Fernandes, C.-S. F., Maslar, A., Aiudi, S., Kyriakides, T. C., & Fiellin, L. E. (2023) · PLoS ONE · doi:10.1371/journal.pone.0291298 · Cited by 9
Barbosa, R. G., & Rodriguês, M. A. F. (2024) · Entertainment Computing · doi:10.1016/j.entcom.2024.100863 · Cited by 10
McGrady, M. E., Prosser, L. A., Thompson, A. N., & Pai, A. L. H. (2017) · Journal of Pediatric Psychology · doi:10.1093/jpepsy/jsx104 · Cited by 10
“This hypothesis could explain why the only available intervention for adolescents and young adults with cancer increased knowledge but demonstrated a limited impact on adherence (Kato et al., 2008).”
Backgroundde Vasconcellos, M. S., de Carvalho, F. G., & de Araújo, I. S. (2018) · Editora FIOCRUZ eBooks · doi:10.7476/9786557080801 · Cited by 11
A smartphone game to prevent HIV among young Kenyans: local perceptions of mechanisms of effect
Winskell, K., Sabben, G., Akelo, V., Ondenge, K., Odero, I. A., & Mudhune, V. (2020) · Health Education Research · doi:10.1093/her/cyaa011 · Cited by 10
“Notable clinical outcomes in RCTs have included a 77% reduction in diabetes-related emergency department visits and urgent care visits [12] and improved treatment adherence in adolescents and young adults undergoing cancer therapy [13].”
BackgroundDesigning a Self-Efficacy Game for Health Literacy in Marginalized Communities
Evans, M. C., Kapuścińska, A., Greenholt, M., Lin, J., Liu, X., Zhang, T., Hammer, J., & Kaufman, G. F. (2021) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3411763.3451609 · Cited by 11
“games and interactive narratives to model efective decision-making [6] and, in the context of health, to improve players’ skill development and rehearsal [5], health knowledge [34], and self-confdence [29], the present work focuses on designing a novel digital game”
BackgroundGöbel, S. P., Gutjahr, M., & Hardy, S. (2013) · IGI Global eBooks · doi:10.4018/978-1-4666-3673-6.ch007 · Cited by 10
Digital and video games in health promotion: Systematic review of games and health behavior
Haaranen, A., Rissanen, T., Laatikainen, T. K., & Kauhanen, J. (2014) · Finnish Journal of eHealth and eWelfare · Cited by 10
Kaufman, G. F., & Flanagan, M. (2013) · International Journal of Gaming and Computer-Mediated Simulations · doi:10.4018/jgcms.2013070101 · Cited by 12
Serious Games in Formal Medical Education: An Experimental Study
Ribeiro, C., Antunes, T., Monteiro, M., & Pereira, J. M. (2013) · International Conference on Games and Virtual Worlds for Serious Applications · doi:10.1109/vs-games.2013.6624240 · Cited by 10
Metadata
- Authors
- Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H.
- Affiliations
- Stanford Health Care (US)
- HopeLab (US)
- West Virginia University (US)
- The University of Texas at San Antonio Health Science Center (US)
- Venue
- Pediatrics
- Publisher
- American Academy of Pediatrics (AAP)
- Published
- 2008-08-01
- Volume
- 122
- Issue
- 2
- Pages
- e305-e317
- ISSN
- 0031-4005 (ISSN-L)
- 1098-4275
- OpenAlex
- W2163083471
- Cited by
- 802
- References
- 71
- Citations by year
- 2026: 14 · 2025: 26 · 2024: 26 · 2023: 39 · 2022: 41 · 2021: 44 · 2020: 51 · 2019: 44 · 2018: 61 · 2017: 46 · 2016: 75 · 2015: 95 · 2014: 62 · 2013: 55 · 2012: 48
- FWCI
- 17.72
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- PEDIATRICS (publishedVersion)
- PubMed (publishedVersion)
- Funders
- Hopelab Foundation
- National Cancer Institute (CA-054174, P30CA054174, CA95861, CA 098543, U10CA098543, U10CA095861)
- Topics
- Health Sciences › Medicine › Family Practice › Medication Adherence and Compliance
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Medicine › Pediatrics, Perinatology and Child Health › Childhood Cancer Survivors' Quality of Life
- Keywords
- video game intervention, medication adherence, adolescent and young adult cancer, self-efficacy, health knowledge, trimethoprim-sulfamethoxazole, 6-mercaptopurine, antibiotic prophylaxis, acute leukemia, lymphoma, soft tissue sarcoma, stress, quality of life, health education
- MeSH terms
- Adaptation, Physiological, Adaptation, Psychological, Adolescent, Adult, Female, Humans, Health Knowledge, Attitudes, Practice, Male, Neoplasms, Patient Compliance, Patient Education as Topic, Probability, Quality of Life, Reference Values, Health Behavior, Poisson Distribution, Video Games, Self Efficacy
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review