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Games for Health

You Fu, Ryan D Burns, Nora Constantino, Peng Zhang
OBJECTIVE: The purpose of this study was to examine the effect of an exergaming program on physical activity, motor competence, and enjoyment in preschool children. MATERIALS AND METHODS: A sample of 65 preschool children was recruited from an urban preschool located in the Western United States. Children were randomly assigned to either an exergaming (n = 36) or a free-play group (n = 29). The intervention was 30 min/day, 5 days/week for 12 weeks for both groups, and all outcome variables were measured once during the final week of the intervention...
July 10, 2018: Games for Health
Tayo Moss, Deborah L Feltz, Norbert L Kerr, Alan L Smith, Brian Winn, Benjamin D Spencer
OBJECTIVE: We examined how competing with a software-generated partner (SGP) against another human/virtual partner team, in an exercise video game (exergame), affects individual motivation as measured by effort. MATERIALS AND METHODS: Participants (n = 90; 49 female; Mage = 19.93 ± 1.48) were randomly assigned to one of three conditions: individual control (IC); conjunctive partner, no competition (PNC); or conjunctive partner, with competition (PWC)...
June 29, 2018: Games for Health
Hilary Touchett, Zachary Pope, Parisa Ghanouni, Paul Barclay, Laura Levy, Erin O'Loughlin, Angelica Godinez
No abstract text is available yet for this article.
June 29, 2018: Games for Health
Bree E Holtz, Katharine Murray, Taiwoo Park
OBJECTIVE: The purpose of this study was to systematically review the literature to assess if serious games impact health outcomes for children less than 18 years of age with chronic diseases. Additionally, the impact of self-efficacy, adherence, knowledge, use of theory, parent involvement, and study quality was also examined. MATERIALS AND METHODS: Searches were conducted in databases EBSCO, PubMed, and Web of Science between June and August 2016. Randomized controlled trials using a serious game as an intervention, for participants under 18 years of age, to improve their chronic disease were included...
June 29, 2018: Games for Health
Paula Alexandra Rego, Pedro Miguel Moreira, Luís Paulo Reis
OBJECTIVE: Serious Games is a field of research that has evolved substantially with valuable contributions to many application domains and areas. Patients often consider traditional rehabilitation approaches to be repetitive and boring, making it difficult for them to maintain their ongoing interest and assure the completion of the treatment program. Since the publication of our first taxonomy of Serious Games for Health Rehabilitation (SGHR), many studies have been published with game prototypes in this area...
June 29, 2018: Games for Health
Erika M Barbero, Diane M Carpenter, Joetta Maier, Daniel S Tseng
OBJECTIVE: Our aim was to quantify the health risks and benefits of Pokémon Go, an augmented reality game played on the mobile phone utilizing real-world locations. MATERIALS AND METHODS: Healthcare encounters containing references to Pokémon Go in Kaiser Permanente Northern California (KPNC) from July 5, 2016 to November 5, 2016 were reviewed. Subjects were classified according to the nature of the healthcare encounter subsequent to playing Pokémon Go: adverse event/injury, self-reported benefit, or incidental mention...
April 30, 2018: Games for Health
Huynh Van Nguyen, Han-Chung Huang, May-Kuen Wong, Ya-Hui Yang, Tzu-Ling Huang, Ching-I Teng
OBJECTIVE: The literature on exergames has examined their impact on user-perceived psychological health (i.e., user-perceived happiness), but little is known about whether such an impact depends on user characteristics. Therefore, this study used the perspective of social cognitive theory (SCT) to identify potential moderators (i.e., whether the user is optimistic or attempting to control his or her weight) of the impact of playing exergames on user-perceived happiness. MATERIALS AND METHODS: This large-scale randomized controlled trial recruited 337 college students (of whom 57...
April 30, 2018: Games for Health
Nicholas D Myers, Samantha Dietz, Isaac Prilleltensky, Ora Prilleltensky, Adam McMahon, Carolyn L Rubenstein, Seungmin Lee
OBJECTIVE: Fun For Wellness (FFW) is a new online intervention designed to promote growth in well-being by providing capability-enhancing learning opportunities (e.g., play an interactive game) to participants. The purpose of this study was to provide an initial evaluation of the efficacy of the FFW intervention to increase well-being actions. MATERIALS AND METHODS: The study design was a secondary data analysis of a large-scale prospective, double-blind, parallel-group randomized controlled trial...
April 30, 2018: Games for Health
Ryan E Rhodes, Nnenna Nwachukwu, Alison Quinlan
OBJECTIVES: The family home is an important environment for reducing sedentary behavior and increasing physical activity (PA). Exergames are gaining attention as a possible modality for increasing energy expenditure within the home setting. The purpose of this study was to explore the use, correlates, and preferences of family exergaming. METHODS: An online survey of exergame preferences, social cognition (theory of planned behavior), and behaviors that parents perceive as displaced during exergaming was conducted among a representative sample of 483 Canadian parents with a child between the ages of 6 and 14 years of age who own a videogame platform in their family home...
April 24, 2018: Games for Health
Thomas Matheve, Guido Claes, Enzo Olivieri, Annick Timmermans
OBJECTIVE: To investigate the feasibility of a functional exercise program supported by serious gaming for patients with chronic nonspecific low back pain (LBP). METHODS: Ten patients with chronic nonspecific LBP and an underlying motor control impairment were recruited. Subjects performed a partially supervised exercise program (36 sessions, 18 weeks) that included 30 minutes of general conditioning and 90 minutes of individually tailored functional motor control exercises (MCEs)...
April 24, 2018: Games for Health
Marc Ashley Harris
OBJECTIVE: There is a plethora of published research reporting the wealth and breadth of biopsychosocial benefits of physical activity; however, a recent Cochrane systematic review concluded insufficient evidence for current population level physical activity interventions, citing scalability as a major contributory factor, with many of the interventions failing to reach a substantial proportion of the community. The current study aimed to conduct a pilot evaluation of a technology-enabled, gamification-based intervention called Beat the Street and sought to examine the impact of the Beat the Street intervention on self-reported physical activity...
April 19, 2018: Games for Health
Roel C J Hermans, Nina van den Broek, Chantal Nederkoorn, Roy Otten, Emilie L M Ruiter, Mina C Johnson-Glenberg
OBJECTIVE: Serious games are a promising venue to increase children's nutritional knowledge in an entertaining format. The aim of this study was to test the short-term effectiveness of the Alien Health Game, a videogame designed to teach elementary school children about nutrition and healthy food choices. MATERIALS AND METHODS: To examine the effects of the Alien Health Game, an experimental design with a single between-subjects factor (experimental condition vs...
April 10, 2018: Games for Health
Thais Massetti, Francis Meire Fávero, Lilian Del Ciello de Menezes, Mayra Priscila Boscolo Alvarez, Tânia Brusque Crocetta, Regiani Guarnieri, Fátima L S Nunes, Carlos Bandeira de Mello Monteiro, Talita Dias da Silva
OBJECTIVE: To evaluate whether people with Duchenne muscular dystrophy (DMD) practicing a task in a virtual environment could improve performance given a similar task in a real environment, as well as distinguishing whether there is transference between performing the practice in virtual environment and then a real environment and vice versa. METHODS: Twenty-two people with DMD were evaluated and divided into two groups. The goal was to reach out and touch a red cube...
April 2018: Games for Health
Daniela Villani, Claudia Carissoli, Stefano Triberti, Antonella Marchetti, Gabriella Gilli, Giuseppe Riva
INTRODUCTION: Emotion regulation (ER) supports multiple individual functions and promotes mental health and wellbeing. Among the tools that may be used to help people in managing their affective states, videogames are reaching attention and are showing positive effects. Yet, little is known about their effectiveness. OBJECTIVE: This study aims to assess the amount and quality of studies investigating the effects and modalities of the use of videogames for ER. MATERIALS AND METHODS: A systematic literature search according to PRISMA guidelines was performed...
April 2018: Games for Health
Deborah I Thompson, Dora Cantu, Chishinga Callender, Yan Liu, Mayur Rajendran, Madhur Rajendran, Yuting Zhang, Zhigang Deng
OBJECTIVE: Exergames played with a photorealistic avatar may enhance motivation to play, in addition to frequency, duration, and intensity of game-play. This article reports the feasibility and preliminary efficacy of an exergame played with a photorealistic avatar on physical activity (PA) intensity in a laboratory-based study. MATERIALS AND METHODS: Teens (12-14 years old) were recruited from a large, metropolitan area of the southwestern United States. Parents provided written informed consent...
April 2018: Games for Health
Brooke M Bell, Lauren Martinez, Marientina Gotsis, H Chad Lane, Jaimie N Davis, Luz Antunez-Castillo, Gisele Ragusa, Donna Spruijt-Metz
OBJECTIVE: To examine the effect of the Virtual Sprouts intervention, an interactive multiplatform mobile gardening game, on dietary intake and psychosocial determinants of dietary behavior in minority youth. MATERIALS AND METHODS: In this quasi-experimental pilot intervention, 180 third-, fourth-, and fifth-grade students in Los Angeles Unified School District participated in a 3-week program that included three Virtual Sprouts gaming sessions, three in-school lessons, and three in-home activities, using a nutrition- and gardening-focused curriculum...
April 2018: Games for Health
Lizzy Pope, Bernice Garnett, Marguerite Dibble
OBJECTIVE: To encourage high school students to meet physical activity goals using a newly developed game, and to document the feasibility, benefits, and challenges of using an electronic gaming application to promote physical activity in high school students. MATERIALS AND METHODS: Working with youth and game designers an electronic game, Camp Conquer, was developed to motivate high school students to meet physical activity goals. One-hundred-five high school students were recruited to participate in a 12-week pilot test of the game and randomly assigned to a Game Condition or Control Condition...
April 2018: Games for Health
Marisa M Putnam, Elana M Richmond, Kaitlin L Brunick, Charlotte A Wright, Sandra L Calvert
OBJECTIVE: Childhood obesity is a health issue in the United States, associated with marketing practices in which media characters are often used to sell unhealthy products. This study examined exposure to a socially contingent touch-screen gaming app, which replied immediately, reliably, and accurately to children's actions. Children's recall of nutritional content and their liking of the character were assessed. MATERIALS AND METHODS: Four- and five-year-old children (N = 114) received no-exposure, single-exposure, or repeated-exposure to a character-based iPad app rewarding healthy and penalizing unhealthy behaviors...
April 2018: Games for Health
Kristin L Schneider, Jocelyn Smith Carter, Cynthia Putnam, Jacey Keeney, Draycen D DeCator, Daniel Kern, Laura Aylward
OBJECTIVES: Active videogames (AVGs) could provide a novel approach to increasing physical activity and decreasing sedentary activity in children, but little is known about which children are likely to use AVGs. This study examined whether youth demographics, social support, and AVG engagement influence use of AVGs and physical activity. MATERIALS AND METHODS: A diverse sample of youth participants (42.4% non-Hispanic white), aged 8-14 years (n = 85), who owned an AVG console, completed surveys, wore an activity monitor, and logged AVG use for 1 week...
April 2018: Games for Health
Marisa M Putnam, Caroline E Cotto, Sandra L Calvert
OBJECTIVE: Media characters are used to market snacks that are typically of poor nutritional value, which has been linked to childhood obesity. This study examines whether children's snack selections and consumption patterns are influenced by an app depicting a popular children's media character, as well as the role that children's awareness of the character plays. The results can increase our understanding of how to encourage healthier snack selection and consumption in newer game-based marketing venues, such as apps...
April 2018: Games for Health
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