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ARS Home » Plains Area » Houston, Texas » Children's Nutrition Research Center » Research » Publications at this Location » Publication #223362

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

item Baranowski, Thomas
item Thompson, Deborah - Debbe
item Baranowski, Janice

Submitted to: American Journal of Preventive Medicine
Publication Type: Review Article
Publication Acceptance Date: 1/1/2008
Publication Date: 1/1/2008
Citation: Baranowski, T., Buday, R., Thompson, D.J., Baranowski, J. 2008. Playing for real, video games and stories for health-related behavior change. American Journal of Preventive Medicine. 34(1):74-82.

Interpretive Summary: A literature review was conducted to assess whether videogames were able to influence child health behaviors. Twenty-seven articles were found on 25 videogames. All but one of these articles showed some positive effects, but the type of effect assessed varied across studies. The findings were interpreted to be positive toward identifying health-related behavior changes due to videogames.

Technical Abstract: 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. Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006. 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. Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change.