Evaluating efficacy and validating games for health
Papers investigating business/product analysis and market penetration are welcome as well.All papers should advance the state of the art in the relevant area. Papers may be one of several types: research paper; tutorial/survey; research note/short paper; software/algorithms; addendum/corrections; datasets.The fourteenth IJSG issue (April -June 2017) has been been published online.Since the beginning of 2016, IJSG is indexed by the Emerging Sources Citation Index (ESCI), in the Web of Science Core Collection.Appropriate mapping should be defined in order to support translation of pedagogical goals into compelling game experiences.The IJSG aims at filling this gap, as the world reference scientific publication for supporting SG design and deployment.
Long-term effects were maintained for all outcomes except for behavior. In the context of health promotion programs, this may be achieved via the provision of health-related information, modeling of positive health behaviors, the creation of opportunities to practice healthy lifestyle skills (Kato 2010), by changing mediators (e.g. Guy et al, 2011, on obesity prevention) or focused on one specific age group (e.g. ; and 2) What is the influence of moderators, such as study characteristics, sample characteristics, theoretical basis, tailoring, and implementation method, on intervention effectiveness?For example, the site cannot determine your email name unless you choose to type it.Allowing a website to create a cookie does not give that or any other site access to the rest of your computer, and only the site that created the cookie can read it.Serious games are best individually tailored to both socio-demographic and change need information, and benefit from a strong focus on game theories or a dual theoretical foundation in both behavioral prediction and game theories. Healthy lifestyle adoption and maintenance, however, are often hindered by motivational issues, lack of time to participate in health promotion programs, and the interventions’ low reach into the target group (Baert et al. self-regulatory skill development), and by applying change procedures (such as e.g. Guse et al, 2012, on sexual health among adolescents). which included games for healthy diet, physical activity and illness self-management (Baranowski et al. All reviews noted large differences between studies, and concluded that reasons for these differences are as yet unclear (Baranowski, Buday, Thompson, & Baranowski 2008; De Shazo et al. Healthy lifestyles were defined as the ability to adapt and self manage mental, social and physical health, in line with a recent conceptualization of health (Huber et al. Four categories of health behaviors were studied: 1) healthy diet and physical activity, 2) health responsibility/maintenance, 3) social behavior, and 4) mental health promotion.They can be effective either as a stand-alone or multi-component programs, and appeal to populations regardless of age and gender. Healthy diet and physical activity/exercise were grouped because they frequently co-occurred in games for health promotion.