Evaluating efficacy and validating games for health

Appropriate mapping should be defined in order to support translation of pedagogical goals into compelling game experiences.

The IJSG aims at filling this gap, as the world reference scientific publication for supporting SG design and deployment.

Papers investigating business/product analysis and market penetration are welcome as well.

In general, only the information that you provide, or the choices you make while visiting a web site, can be stored in a cookie.Below are the most common reasons: This site uses cookies to improve performance by remembering that you are logged in when you go from page to page.To provide access without cookies would require the site to create a new session for every page you visit, which slows the system down to an unacceptable level.Findings showed serious games have small positive effects on healthy lifestyles (=0.079, 95% CI 0.038; 0.120). Computer-delivered and computer-tailored interventions have been successfully designed to overcome these obstacles by tailoring to motivational stage, being accessible whenever the individual has time, and ensuring high availability at lower cost (Krebs et al. Games differ from computer-delivered interventions by aspiring to be highly enjoyable, attention-captivating and intrinsically motivating (Graesser et al. Serious games differ from mere entertainment games in their aim to educate or promote behavior change. Serious games may furthermore create sustained effects by being intrinsically motivating to play longer and repeatedly (Sitzmann 2011; Wouters et al. Serious games are theorized to derive their learning effects from at least three sources: 1) by creating immersion or transportation, a state in which the player becomes absorbed in the play without disbelief, while creating personally relevant experiences and deep affection for the characters; 2) by establishing flow, a state of high concentration in which the player experiences a balance between skills and challenge; and 3) by meeting the individuals’ needs for mastery, autonomy, connectedness, arousal, diversion, fantasy, or challenge (Annetta 2010; Boyle et al. Reviews on healthy lifestyles mostly focused on a single health behavior (e.g. Furthermore, quantifying and comparing heterogeneity across studies by game characteristics permits tests of hypotheses reported in previous reviews (Borenstein et al. These insights may guide professionals in developing future evidence-based serious games (Ritterfeld et al. This meta-analysis of the effectiveness of serious games for healthy lifestyle promotion addressed the following questions: 1) How effective are serious games in changing health behaviors, their determinants and clinical outcomes?Long-term effects were maintained for all outcomes except for behavior. In the context of health promotion programs, this may be achieved via the provision of health-related information, modeling of positive health behaviors, the creation of opportunities to practice healthy lifestyle skills (Kato 2010), by changing mediators (e.g. Guy et al, 2011, on obesity prevention) or focused on one specific age group (e.g. ; and 2) What is the influence of moderators, such as study characteristics, sample characteristics, theoretical basis, tailoring, and implementation method, on intervention effectiveness?

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The IJSG publishes original papers of significant and lasting value in all areas related to design, development, deployment and assessment of digital Serious Games (SGs).

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