TY - JOUR
T1 - Games for health for children - current status and needed research
AU - Baranowski, T.
AU - Blumberg, F.
AU - Buday, R.
AU - DeSmet, A.
AU - Fiellin, L.E.
AU - Green, C.S.
AU - Kato, Pam
AU - Lu, A.S.
AU - Maloney, A.E.
AU - Mellecker, R.
AU - Morrill, B.A.
AU - Peng, W.
AU - Shegog, R.
AU - Simons, M.
AU - Staiano, A.E.
AU - Thompson, D.
AU - Young, K.
AU - Institute of Digital Media and Child Development Working Group on Games for Health
N1 - Final publication is available from Mary Ann Liebert, Inc., publishers http://dx.doi.org/10.1089/g4h.2015.0026 .
PY - 2015
Y1 - 2015
N2 - Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population's diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H.
AB - Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population's diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H.
KW - videogames
KW - games for health
U2 - 10.1089/g4h.2015.0026
DO - 10.1089/g4h.2015.0026
M3 - Article
SN - 2161-783X
SN - 2161-7856
VL - 5
JO - Games for health journal
JF - Games for health journal
IS - 1
ER -