Cited by 19Educational Games and GamificationMedia Influence and HealthImpact of Technology on Adolescents

Videogames, Here for Good

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Fiellin, Lynn E., Hieftje, Kimberly D., Duncan, Lindsay R.·2014·Pediatrics

Abstract

There is a long-standing debate about the potential contribution of videogames to negative outcomes in youth; however, definitive conclusions have not been reached. As the debate continues, the use of videogames for good, as vehicles for delivering health promotion and risk prevention interventions, is growing. With the evolution of the field of “serious games” (ie, games for a primary purpose other than pure entertainment1), the interest and opportunities for designing and using videogames for positive health impact are emerging. Key components of videogames include that they have rules, are goal oriented, and some have points or levels. Furthermore, serious games can serve as educational tools that allow interactive and simulated role playing and provide a platform for realistic and engaging environments for skill building. These critical components of videogames can be harnessed to promote positive health outcomes. Goals of the serious games field include using scientifically rigorous tools (eg, theory-based content, randomized clinical trials) to develop and evaluate games for efficacy and capitalize on their potential to produce rich in-game data in simulated game environments reflecting real-life behaviors. The use of technology in health care is increasingly ubiquitous, and there is mounting evidence that videogames can serve as interventions to increase knowledge and effect behavior change in youth.2 Our purpose is to highlight that videogames can be used for good. We draw on emerging evidence showing that specially designed videogames can have a positive influence on cognitions and actions related to health and have the potential to be used as measures of actual behaviors outside gameplay. In addition, … Address correspondence to Lynn E. Fiellin, MD, play2PREVENT Laboratory, Yale University School of Medicine, 367 Cedar Street, PO Box 208093, New Haven, CT 06520-8093. E-mail: lynn.fiellin{at}yale.edu

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  1. [7]7. for adolescents seeking help for depression: randomised controlled non-inferiority trial. BMJ . 2012;344:e2598
  2. [8]8. Fakhouri T, Hieftje K, Duncan LR, Fiellin LE. Videogame data: What gameplay tells us about real world behavior. Paper presented at: Youth 1 Tech 1 Health (YTH) Annual Conference; April 6, 2014; San Francisco, CA

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Authors
Fiellin, L. E., Hieftje, K. D., & Duncan, L. R.
Affiliations
Yale University (US)
Venue
Pediatrics
Published
2014-11-01
Volume
134
Issue
5
Pages
849-851
ISSN
  • 0031-4005 (ISSN-L)
  • 1098-4275
OpenAlex
W1988118143
Cited by
19
References
7
Citations by year
2023: 4 · 2021: 4 · 2020: 1 · 2019: 1 · 2018: 3 · 2017: 2 · 2016: 3 · 2015: 1
Type
journal article
Language
en
Open access
Locations
  • PEDIATRICS (publishedVersion)
  • Europe PMC (PubMed Central) (publishedVersion)
  • PubMed Central (publishedVersion)
  • PubMed (publishedVersion)
Funders
  • National Institutes of Health
  • National Institute of Mental Health (P30MH062294)
  • National Institute on Drug Abuse (P30DA029926)
  • National Institute of Child Health and Human Development
  • Eunice Kennedy Shriver National Institute of Child Health and Human Development (R01HD062080)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Media Influence and Health
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
Keywords
serious games, video games, youth health promotion, behavior change, game-based learning, role play, health behavior measurement
MeSH terms
Adolescent, Adolescent Behavior, Child, Child Behavior, Health Promotion, Humans, Health Knowledge, Attitudes, Practice, Video Games

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