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玩真的:用于促进与健康相关行为改变的电子游戏及故事

Playing for real: video games and stories for health-related behavior change.

作者信息

Baranowski Tom, Buday Richard, Thompson Debbe I, Baranowski Janice

机构信息

U.S. Department of Agriculture/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas 77030-2600, USA.

出版信息

Am J Prev Med. 2008 Jan;34(1):74-82. doi: 10.1016/j.amepre.2007.09.027.

DOI:10.1016/j.amepre.2007.09.027
PMID:18083454
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC2189579/
Abstract

BACKGROUND

Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format.

METHOD

Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006.

RESULTS

Most of the articles demonstrated positive health-related changes from playing the video games. Variability in what was reported about the games and measures employed precluded systematically relating characteristics of the games to outcomes. Many of these games merged the immersive, attention-maintaining properties of stories and fantasy, the engaging properties of interactivity, and behavior-change technology (e.g., tailored messages, goal setting). Stories in video games allow for modeling, vicarious identifying experiences, and learning a story's "moral," among other change possibilities.

CONCLUSIONS

Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change.

摘要

背景

电子游戏吸引了大量儿童和成人广泛参与,从而为以引人入胜且有趣的形式传递健康行为改变体验和信息提供了一个渠道。

方法

截至2006年12月,共识别出27篇关于25款促进健康相关行为改变的电子游戏的文章。

结果

大多数文章表明玩电子游戏带来了与健康相关的积极变化。所报道的游戏内容和采用的测量方法存在差异,使得无法系统地将游戏特征与结果联系起来。许多此类游戏融合了故事和幻想的沉浸式、保持注意力的特性,互动性的吸引力特性以及行为改变技术(例如,量身定制的信息、目标设定)。电子游戏中的故事允许进行模仿、替代性认同体验以及学习故事的“寓意”等其他改变可能性。

结论

需要研究如何最佳利用基于游戏的故事、幻想、互动性和行为改变技术来促进与健康相关的行为改变。

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