Playing for real: video games and stories for health-related behavior change.
By T. Baranowski, R. Buday, Deborah I Thompson, J. Baranowski. American Journal of Preventive Medicine, 2008
1,084 citations recorded by the source corpus.
Subfields: Applied Psychology, Developmental and Educational Psychology, Literature and Literary Theory
View Paper: https://www.semanticscholar.org/paper/b0b638ff95c78dee00718a82c1f8ed0173f30b57
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Applied Psychology
- Brian Cugelman
- Karolien Poels
- Heidi Vandebosch
- Ko de Ruyter
- Martin Wetzels
- L. M. Visconti
- Ho Ming Lau
- Tom van Laer
In Developmental and Educational Psychology
- Brian Cugelman
- Annie Magnan
- Jean Écalle
- C. Girard
- Ilse de Bourdeaudhuij
- Karolien Poels
- Heidi Vandebosch
- Ko de Ruyter
In Literature and Literary Theory
- Brian Cugelman
- Karolien Poels
- Heidi Vandebosch
- Ko de Ruyter
- Martin Wetzels
- L. M. Visconti
- Tom van Laer
Citations in the corpus
- Active video games to promote physical activity in children and youth: a systematic review. (2010, background): “Future research should address the individual’s ability to set and attain goals, to initiate activity, and to achieve recommended intensities and durations of physical activity for a prolonged period.(12) To date, home-based studies have been relatively short (ie, 28 weeks(45)).”
- Serious games as new educational tools: how effective are they? A meta-analysis of recent studies (2013, background): “…as specific and necessary criteria determining categorization as either a SG or a VG, on the basis of various theoretical articles (Johnson et al. 2005; Kiili 2005; de Freitas & Oliver 2006; Baranowski et al. 2008; MarfisiSchottman et al. 2009; Radillo 2009; Szilas & SutterWidmer 2009; Marsh 2011).”
- Just a Fad? Gamification in Health and Fitness Apps (2014, background): “Additionally, the push towards gamification assumes that the use of rewards, levels, leaderboards, and external incentives are enough to sustain (health) behavior responses without using other components of games like problem solving, storytelling, and fantasy [15,18,36].”
- A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion (2014, background): “An exception was the review of Baranowski et al. which included games for healthy diet, physical activity and illness self-management (Baranowski et al., 2008).”
- Role of Video Games in Improving Health-Related Outcomes (2012, neutral): “Disease self-management 4 (11) 35 (18) 2 (50) 2 (50) 20 (65) 11(35) 22 (63) 13 (37)”
- Serious Games and Gamification for Mental Health: Current Status and Promising Directions (2017, background): “Many gamers will be familiar with commercially produced games, which often involve development budgets in the tens of millions of dollars (48, 49).”
- The Extended Transportation-Imagery Model: A Meta-Analysis of the Antecedents and Consequences of Consumers' Narrative Transportation (2014, positive): “…center stage (Van Laer and De Ruyter 2010), and the rise of hybrid genres, such as reality television shows (Hall 2009) and interactive video games (Baranowski et al. 2008), all indicate that narrative transportation constitutes a key issue that demands consumer research attention (Singhal and…”
- Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013, positive): “Additionally, the push towards gamification assumes that the use of rewards, levels, leaderboards, and external incentives are enough to sustain (health) behavior responses without using other components of games like problem solving, storytelling, and fantasy [15,18,36].”