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针对儿童饮食与身体活动行为改变的电子游戏设计

Design of Video Games for Children's Diet and Physical Activity Behavior Change.

作者信息

Baranowski Tom, Thompson Debbe, Buday Richard, Lu Amy Shirong, Baranowski Janice

机构信息

USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, TX, USA.

Archimage, Inc., Houston, TX, USA.

出版信息

Int J Comput Sci Sport. 2010;9(2):3-17.

Abstract

Serious video games (VG) offer new opportunities for promoting health related diet and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and overcome challenges related to fruit and vegetable (FV) and physical activity (PA) goal attainment and/or consumption), skill development (e.g., asking behaviors; virtual recipe preparation), self regulatory behaviors (problem solving, goal setting, goal review, decision making), rewards (e.g., points and positive statements generated by the program), immediate feedback (e.g., through characters and/or statements that appear on the computer screen at critical decision points), and personalization (e.g., tailored choices offered at critical junctures, based on responses to baselines questions related to preferences, outcome expectancies, etc). We are in the earliest stages of learning how to optimally design effective behavior change procedures for use in VG, and yet they have been demonstrated to change behavior. As we learn, VG offer more and better opportunities for obesity prevention that can adjust to individual needs and preferences.

摘要

严肃电子游戏为促进儿童健康相关饮食和身体活动变化提供了新机会。游戏可以设计成利用故事情节、角色和行为改变程序,包括示范(例如,参与游戏的角色自己做出改变,并面对和克服与实现水果和蔬菜(FV)及身体活动(PA)目标和/或消费相关的挑战)、技能发展(例如,要求做出行为;虚拟食谱准备)、自我调节行为(解决问题、设定目标、目标回顾、决策)、奖励(例如,程序生成的积分和积极表述)、即时反馈(例如,在关键决策点通过出现在电脑屏幕上的角色和/或表述)以及个性化(例如,在关键时刻根据对与偏好、结果预期等相关的基线问题的回答提供量身定制的选择)。我们正处于学习如何最佳设计用于电子游戏的有效行为改变程序的最早期阶段,然而这些程序已被证明能改变行为。随着我们不断学习,电子游戏为预防肥胖提供了更多更好的机会,且能适应个体需求和偏好。

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