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Volume 34, Issue 1, Pages 74-82.e10 (January 2008)


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Playing for Real: Video Games and Stories for Health-Related Behavior Change

Tom Baranowski, PhDaCorresponding Author Informationemail address, Richard Buday, FAIAb, Debbe I. Thompson, PhDa, Janice Baranowski, MPHa

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.

a U.S. Department of Agriculture/ARS Children’s Nutrition Research Center, Baylor College of Medicine, Houston, Texas

b Archimage, Inc. Houston, Texas

Corresponding Author InformationAddress correspondence and reprint requests to: Tom Baranowski, PhD, Professor of Pediatrics (Behavioral Nutrition & Physical Activity), Children’s Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, 1100 Bates Street, Room 2038, Houston TX 77030-2600.

PII: S0749-3797(07)00647-2

doi:10.1016/j.amepre.2007.09.027


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