Studien und Veröffentlichungen

Mittlerweile existieren eine Vielzahl von Studien und Veröffentlichungen im Bereich Games for Health. An dieser Stelle finden Sie einen Überblick über aktuelle Veröffentlichungen in diesem Feld. Dieser Bereich wird in Zukunft ausgebaut und stärker strukturiert. Sollten Sie Publikationen vermissen, so nehmen Sie bitte Kontakt mit uns auf.

 

Allgemeines zu Games for Health

Behm-Morawitz, E. (2013). Self-Presence and the Effects of the Avatar on Health and Appearance. Games for Health Journal 2 (1), 50–52.

Brox, E., Fernandez-Luque, L., & Tollefsen, T. (2011). Healthy Gaming - Video Game Design to promote Health. Apploed Clinical Informatics, 2(2), 128–142.

Dadaczynski, K., Schiemann, S. & Paulus, P. (Hrsg.) (2016). Gesundheit spielend fördern. Potentiale und Herausforderungen von digitalen Spielanwendungen für die Gesundheitsförderung und Prävention. Weinheim: Beltz Juventa

DeShazo, J., Harris, L., & Pratt, W. (2010). Effective Intervention or Child’s Play? A Review of Video Games for Diabetes Education. Diabetes Technology & Therapeutics, 12(10), 815–822.

Kato, P. M. (2012). Evaluating Efficacy and Validating Games for Health. Games for Health Journal 1 (1), 74–76.

Kharrazi, H., Lu, A. S., Gharghabi, F., & Coleman, W. (2012). A Scoping Review of Health Game Research: Past, Present, and Future. Games for Health Journal 1 (2), 153–164.

Lu, A. S., Baranowski, T., Thompson, D., & Buday, R. (2012). Story Immersion of Videogames for Youth Health Promotion: A Review of Literature. Games for Health Journal 1 (3), 199–204.

Lu, A. S., Kharrazi, H., Gharghabi, F., & Thompson, D. (2013). A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention. Games for Health Journal 2 (3), 131–141.

Papastergiou, M. (2009). Exploring the potential of computer and video games for health and  physical education: A literature review. Computers & Education, 53(3), 603–622.

Primack, B. A., Carroll, M. V, McNamara, M., Klem, M. Lou, King, B., Rich, M., … Nayak, S. (2012). Role of video games in improving health-related outcomes. American Journal of Preventive Medicine, 42(6), 630–638.

Rahmani, E., & Boren, S. A. (2012). Videogames and Health Improvement: A Literature Review of Randomized Controlled Trials. Games for Health Journal 1 (5), 331–341.

Simons, M., de Vet, E., Hoornstra, S., Brug, J., Seidell, J., & Chinapaw, M. (2012). Adolescents’ Views on Active and Non-Active Videogames: A Focus Group Study. Games for Health Journal 1 (3), 211–218.

Thompson, D., Baranowski, T., Buday, R., Baranowski, J., Thompson, V., Jago, R., & Griffith, M. J. (2010). Serious video games for health: How behavioral science guided  the development of a serious video game. Simulation & Gaming 41 (4), 587–606.

Games for Health mit Fokus auf körperliche Aktivität

Bethea, T. C., Berry, D., Maloney, A. E., & Sikich, L. (2012). Pilot Study of an Active Screen Time Game Correlates with Improved Physical Fitness in Minority Elementary School Youth. Games for Health Journal 1 (1), 29–36.

Biddiss, E., & Irwin, J. (2010). Active Video Games to Promote Physical Activity in Children and Youth A Systematic Review. Archives of Pediatrics & Adolescent Medicine 164 (7), 664–672.

D’Souza, K. R., Dutton, G. R., & Blackburn, M. (2010). Pilot Study Examining Dance-Based Video Games to Promote Physical Activity Among Children in a Rural School-Based Setting. Annals of Behavioral Medicince, 39(1), 58.

Dixon, R., Maddison, R., Ni Mhurchu, C., Jull, A., Meagher-Lundberg, P., & Widdowson, D. (2010). Parents’ and children's perceptions of active video games: a focus group study. Journal of Child Health Care 14 (2), 189–99.

Errickson, S. P., Maloney, A. E., Thorpe, D., Giuliani, C., & Rosenberg, A. M. (2012). “Dance Dance Revolution” Used by 7- and 8-Year-Olds to Boost Physical Activity: Is Coaching Necessary for Adherence to an Exercise Prescription? Games for Health Journal 1 (1), 45–50.

Foley, L., & Maddison, R. (2010). Use of Active Video Games to Increase Physical Activity in Children: A (Virtual) Reality? Pediatric Exercise Science 22 (1), 7–20.

Gao, Z., & Podlog, L. (2012). Urban Latino Children’s Physical Activity Levels and Performance in Interactive Dance Video Games: Effects of Goal Difficulty and Goal Specificity. Archives of Pediatrics & Adolescent Medicine 166 (10), 933–937.

Graf, D. L., Pratt, L. V., Hester, C. N., & Short, K. R. (2009). Playing active video games increases energy expenditure in children. Pediatrics, 124(2), 534–540.

Graves, L. E. F., Ridgers, N. D., Atkinson, G., & Stratton, G. (2010). The Effect of Active Video Gaming on Children’s Physical Activity, Behavior Preferences and Body Composition. Pediatric Exercise Science, 22(4), 535–546.

Hansen, L. W., & Sanders, S. W. (2011). Active gaming: A new paradigm in childhood physical activity. Digital Culture & Education ,   (2), 123–139.

Kamel Boulos, M. N. (2012). Xbox 360 Kinect Exergames for Health. Games for Health Journal 1 (5), 326–330.

Macvean, A. (2012). Understanding the Player: The Need for Adaption in Exergames for Adolescents. Games for Health Journal 1 (5), 369–372.

Maddison, R., Jull, A., Marsh, S., Direito, A., & Mhurchu, C. N. (2013). Active Videogames and Weight Management: Is There a Future? Games for Health Journal 2 (3), 179–182.

Maddison, R., Mhurchu, C. N., Jull, A., Jiang, Y., Prapavessis, H., & Rodgers, A. (2007). Energy expended playing video console games: An opportunity to increase  children’s physical activity? Pediatric Exercise Science, 19(3), 334–343.

Maloney, A. E., Bethea, T. C., Kelsey, K. S., Marks, J. T., Paez, S., Rosenberg, A. M., … Sikich, L. (2008). A pilot of a video game (DDR) to promote physical activity and  decrease sedentary screen time. Obesity 16 (9), 2074–2080.

Maloney, A. E., Stempel, A., Wood, M. E., Patraitis, C., & Beaudoin, C. (2012). Can Dance Exergames Boost Physical Activity as a School-Based Intervention? Games for Health Journal 1 (6), 416–421.

Maloney, A. E., Threlkeld, K. A., & Cook, W. L. (2012). Comparative Effectiveness of a 12-Week Physical Activity Intervention for Overweight and Obese Youth: Exergaming with “Dance Dance Revolution.” Games for Health Journal 1 (2), 96–103.

McDougall, J., & Duncan, M. J. (2008). Children, video games and physical activity: An exploratory study. International Journal on Disability and Human Development, 7(1), 89–94.

Mhurchu, C. N., Maddison, R., Jiang, Y., Jull, A., Prapavessis, H., & Rodgers, A. (2008). Couch potatoes to jumping beans: A pilot study of the effect of active  video games on physical activity in children. IInternational Journal of Behavioral Nutrition and Physical Activity,  5:8 .

Miller, T. A., Vaux-Bjerke, A., McDonnell, K. A., & DiPietro, L. (2013). Can E-Gaming Be Useful for Achieving Recommended Levels of Moderate- to Vigorous-Intensity Physical Activity in Inner-City Children? Games for Health Journal 2 (2), 96–102.

Norman, G. J., Adams, M. A., Ramirez, E. R., Carlson, J. A., Kerr, J., Godbole, S., … Marshall, S. J. (2013). Effects of Behavioral Contingencies on Adolescent Active Videogame Play and Overall Activity: A Randomized Trial. Games for Health Journal 2 (3), 158–165.

Osorio, G., Moffat, D. C., & Sykes, J. (2012). Exergaming, Exercise, and Gaming: Sharing Motivations. Games for Health Journal 1 (3), 205–210.

Paez, S., Maloney, A., Kelsey, K., Wiesen, C., & Rosenberg, A. (2009). Parental and Environmental Factors Associated with Physical Activity  Among Children Participating in an Active Video Game. Pediatric Physica Therapy, 21(3), 245–253.

Pate, R. R. (2008). Physically active video gaming - An effective strategy for obesity  prevention? Archives of Pediatric & Adolescent Medicine, 162(9), 895–896.

Penko, A. L., & Barkley, J. E. (2010). Motivation and physiologic responses of playing a physically  interactive video game relative to a sedentary alternative in children. Annals of Behavioral Medicine, 39(2), 162–169.

Schneider, K. L., Ferrara, J., Lance, B., Karetas, A., Druker, S., Panza, E., … Pbert, L. (2012). Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters.” Games for Health Journal 1 (4), 262–268.

Short, K. R., Hester, C. N., Pratt, L. V, & Graf, D. L. (2009). Active Video Games Promote an Increase in Energy Expenditure in Children  Similar to Standard Exercise. Diabetes 58 , A633.

Simons, M., Baranowski, J., Thompson, D., Buday, R., Abdelsamad, D., & Baranowski, T. (2013). Child Goal Setting of Dietary and Physical Activity in a Serious Videogame. Games for Health Journal 2 (3), 150–157.

Staiano, A. E., Abraham, A. A., & Calvert, S. L. (2012). The Wii Club: Gaming for Weight Loss in Overweight and Obese Youth. Games for Health Journal 1 (5), 377–380.

Unnithan, V. B., Houser, W., & Fernhall, B. (2006). Evaluation of the energy cost of playing a dance simulation video game  in overweight and non-overweight children and adolescents. International Journal of Sports Medicine,  27 (10), 804–809.

Wetzsteon, R. J., Swanson, K. S., Pickett, K., Golner, S., Stovitz, S. D., & Petit, M. A. (2006). Energy Expenditure and Ground Reaction Forces of an Active Video Game,  Dance Dance Revolution, in Healthy Weight and Overweight Children. Medicine and Science in Sports and Exercise, 38(5, S), S255.

Games for Health mit Fokus auf Ernährung

Banos, R. M., Cebolla, A., Oliver, E., Alcaniz, M., & Botella, C. (2013). Efficacy and acceptability of an Internet platform to improve the learning of nutritional knowledge in children: the ETIOBE mates. Health Education Research 28 (2), 234–248.

Buller, M. K., Kane, I. L., Edwards, E. J., Giese, B. S., Shane, J. H., Dunn, A. L., … Buller, D. B. (2008). Use and effects of three online nutrition education games promoting  fruits and vegetables. Annals o Behavioral Medicine, 35(1), S61.

Frederico, C. (2012). Results of a Dietitian Survey About Nutrition Games. Games for Health Journal 1 (1), 51–57.

Kamada, M., Moriyama, M., & Iwai, K. (2013). A New Program for Healthy Eating Study Using a Card Game. Games for Health Journal 2 (1), 18–23.

Schneider, K. L., Ferrara, J., Lance, B., Karetas, A., Druker, S., Panza, E., … Pbert, L. (2012). Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters.” Games for Health Journal 1 (4), 262–268.

Simons, M., Baranowski, J., Thompson, D., Buday, R., Abdelsamad, D., & Baranowski, T. (2013). Child Goal Setting of Dietary and Physical Activity in a Serious Videogame. Games for Health Journal 2 (3), 150–157.

Games for Health mit Fokus auf psychische Gesundheit

Burns, J. M., Webb, M., Durkin, L. A., & Hickie, I. B. (2010). Reach Out Central: a serious game designed to engage young men to improve mental health and wellbeing. Medical Journal of Australia, 192(11), 27–30.

Shandley, K., Austin, D., Klein, B., & Kyrios, M. (2010). An evaluation of “Reach Out Central”: an online gaming program for  supporting the mental health of young people. Health Education Research, 25(4), 563–574.

Games for Health mit Fokus auf spezifische Erkrankungen

Kato, P. M. (2010). Video games in health care: Closing the gap. Review of General Psychology 14 (2), 113–121.