scholarly article | Q13442814 |
P50 | author | Tom Baranowski | Q37371402 |
Elizabeth J. Lyons | Q42878298 | ||
Amy Shirong Lu | Q42878306 | ||
Debbe Thompson | Q52657519 | ||
Richard Buday | Q57560305 | ||
Janice Baranowski | Q89664887 | ||
P2860 | cites work | Interventions for increasing fruit and vegetable consumption in children aged 5 years and under | Q24203030 |
Learning, attentional control, and action video games | Q24632833 | ||
Are behavioral interventions effective in increasing physical activity at 12 to 36 months in adults aged 55 to 70 years? A systematic review and meta-analysis | Q26998839 | ||
Fun and Games and Boredom | Q28661542 | ||
The behavior change technique taxonomy (v1) of 93 hierarchically clustered techniques: building an international consensus for the reporting of behavior change interventions | Q29620111 | ||
Pounds Off Digitally study: a randomized podcasting weight-loss intervention. | Q30380851 | ||
Modern sedentary activities promote overconsumption of food in our current obesogenic environment | Q30390700 | ||
Video game play, child diet, and physical activity behavior change a randomized clinical trial | Q30498071 | ||
The better the story, the bigger the serving: narrative transportation increases snacking during screen time in a randomized trial | Q30540000 | ||
Agile methods in biomedical software development: a multi-site experience report | Q33245163 | ||
Alpha Test of a Videogame to Increase Children's Vegetable Consumption | Q33440840 | ||
Toward a theory-based analysis of behavioral maintenance | Q33858497 | ||
Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game. | Q34056143 | ||
Active video games to promote physical activity in children and youth: a systematic review | Q34124442 | ||
Effects of active video games on body composition: a randomized controlled trial | Q34184307 | ||
In pursuit of change: youth response to intensive goal setting embedded in a serious video game | Q35011032 | ||
Past, present, and future of computer-tailored nutrition education | Q35093984 | ||
Technology-driven dietary assessment: a software developer's perspective | Q35193451 | ||
Motivation, self-determination, and long-term weight control. | Q35854227 | ||
Design of a website on nutrition and physical activity for adolescents: results from formative research | Q36036713 | ||
A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire's Quest! II): Rationale, Design, and Methods | Q36765339 | ||
Using the family to combat childhood and adult obesity | Q37293492 | ||
Structure of Corrective Feedback for Selection of Ineffective Vegetable Parenting Practices for Use in a Simulation Videogame. | Q37323453 | ||
Financial incentives to promote active travel: an evidence review and economic framework | Q37325615 | ||
What is the best way to change self-efficacy to promote lifestyle and recreational physical activity? A systematic review with meta-analysis | Q37544899 | ||
What are the most effective intervention techniques for changing physical activity self-efficacy and physical activity behaviour--and are they the same? | Q37841998 | ||
Active video games for youth: a systematic review | Q37898389 | ||
What's good for the goose is good for the gander. Guiding principles for the use of financial incentives in health behaviour change | Q37957693 | ||
Understanding consumer decisions using behavioral economics. | Q38073959 | ||
Effective behaviour change techniques in the prevention and management of childhood obesity. | Q38113687 | ||
Videogame Mechanics in Games for Health. | Q38548190 | ||
The Fun, Food, and Fitness Project (FFFP): the Baylor GEMS pilot study | Q38553610 | ||
Squire's Quest! Dietary outcome evaluation of a multimedia game | Q38553667 | ||
Adapting a Videogame to the Needs of Pediatric Cancer Patients and Survivors. | Q39375675 | ||
Business Models for Successfully Maintaining Games for Health | Q39443082 | ||
Boy Scout 5-a-Day Badge: outcome results of a troop and Internet intervention. | Q39945885 | ||
Integrating Mediators and Moderators in Research Design. | Q42023875 | ||
Disentangling Fun and Enjoyment in Exergames Using an Expanded Design, Play, Experience Framework: A Narrative Review | Q42878234 | ||
Story Immersion of Videogames for Youth Health Promotion: A Review of Literature | Q42878257 | ||
Enhancing theoretical fidelity: an e-mail-based walking program demonstration. | Q46016260 | ||
Leveraging social media for preventive care-A gamification system and insights | Q47968303 | ||
Fit for Life Boy Scout badge: outcome evaluation of a troop and Internet intervention | Q48458550 | ||
A refined taxonomy of behaviour change techniques to help people change their physical activity and healthy eating behaviours: the CALO-RE taxonomy | Q48648910 | ||
Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being | Q48674433 | ||
A taxonomy of behavior change techniques used in interventions | Q48681947 | ||
Comparing the cost-effectiveness of simulation modalities: a case study of peripheral intravenous catheterization training. | Q50741158 | ||
The role of transportation in the persuasiveness of public narratives. | Q51073405 | ||
Becoming a vampire without being bitten: the narrative collective-assimilation hypothesis. | Q53415742 | ||
The Children's Behavior Questionnaire very Short Scale: Psychometric Properties and Development of a One-Item Temperament Scale | Q59201857 | ||
Energy intake during activity enhanced video game play | Q84590447 | ||
P433 | issue | 4 | |
P304 | page(s) | 183-190 | |
P577 | publication date | 2013-08-01 | |
P1433 | published in | Games for health journal | Q27724267 |
P1476 | title | Developing Games for Health Behavior Change: Getting Started | |
P478 | volume | 2 |
Q57173013 | A Smartphone Game-Based Intervention (Tumaini) to Prevent HIV Among Young Africans: Pilot Randomized Controlled Trial |
Q37059479 | Changing Behavioral Lifestyle Risk Factors Related to Cognitive Decline in Later Life Using a Self-Motivated eHealth Intervention in Dutch Adults |
Q27026281 | Combining non-pharmacological treatments with pharmacotherapies for neurological disorders: a unique interface of the brain, drug-device, and intellectual property |
Q64082526 | Conceptual framework for designing video games for children with type 1 diabetes |
Q36990407 | Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation. |
Q38672684 | Creating a sustainable collaborative consumer health application for chronic disease self-management |
Q93334881 | Developing Digital Games to Address Airway Clearance Therapy in Children With Cystic Fibrosis: Participatory Design Process |
Q39353504 | Digital games as an effective approach for cancer management: Opportunities and challenges. |
Q64230222 | Effectiveness of a Behavior Change Technique-Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial |
Q53272919 | Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review. |
Q38199147 | Evidence-based guidelines for wise use of electronic games by children. |
Q36629887 | Games for Health for Children-Current Status and Needed Research |
Q28069705 | Incorporating Natural Products, Pharmaceutical Drugs, Self-Care and Digital/Mobile Health Technologies into Molecular-Behavioral Combination Therapies for Chronic Diseases |
Q26774877 | Interactive media for parental education on managing children chronic condition: a systematic review of the literature. |
Q30840895 | Mobile Exergaming for Health-Effects of a serious game application for smartphones on physical activity and exercise adherence in type 2 diabetes mellitus-study protocol for a randomized controlled trial |
Q55176123 | More Stamina, a Gamified mHealth Solution for Persons with Multiple Sclerosis: Research Through Design. |
Q35985517 | Preventing Adolescents' Diabesity: Design, Development, and First Evaluation of "Gustavo in Gnam's Planet". |
Q33917458 | Qualitative evaluation of the relevance and acceptability of a web-based HIV prevention game for rural adolescents |
Q99560450 | Relationship Between Children's Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study |
Q93078259 | Short-Term Effects of the Serious Game "Fit, Food, Fun" on Nutritional Knowledge: A Pilot Study among Children and Adolescents |
Q34773630 | The development of a bilingual interactive video to improve physical activity and healthful eating in a head start population |
Q35018361 | What serious video games can offer child obesity prevention |
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