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儿童健康游戏——现状与所需研究

Games for Health for Children-Current Status and Needed Research.

作者信息

Baranowski Tom, Blumberg Fran, Buday Richard, DeSmet Ann, Fiellin Lynn E, Green C Shawn, Kato Pamela M, Lu Amy Shirong, Maloney Ann E, Mellecker Robin, Morrill Brooke A, Peng Wei, Shegog Ross, Simons Monique, Staiano Amanda E, Thompson Debbe, Young Kimberly

机构信息

1 USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine , Houston, Texas.

2 Division of Psychological and Educational Services, Fordham University Graduate School of Education , New York, New York.

出版信息

Games Health J. 2016 Feb;5(1):1-12. doi: 10.1089/g4h.2015.0026. Epub 2015 Aug 11.

Abstract

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.

摘要

健康类电子游戏(G4H)为增加知识、传递有说服力的信息、改变行为以及影响健康结果提供了令人兴奋、创新且可能非常有效的方法。尽管早期的结果很有前景,但仍需要更多研究来确定最能提高G4H有效性的游戏设计和行为改变程序,并识别和最小化可能的不利影响。应阐明儿童和青少年理想使用不同类型G4H的指南,以提高有效性并最小化不利影响。G4H的利益相关者包括组织实施者、政策制定者、玩家及其家人、研究人员、设计师、零售商和出版商。所有利益相关者都应参与G4H的开发,并在设定目标方面有发言权,以利用他们的见解来提高游戏的有效性和使用率。未来,应提供多种有针对性的G4H,以适合发展阶段的方式满足人群多样化的健康需求。需要大量、持续且深入的研究以及适当水平的资金投入,以实现G4H的益处。

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