Published on in Vol 15, No 5 (2013): May

Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis

Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis

Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis

Authors of this article:

Elizabeth Jane Lyons1 ;   Claire Hatkevich2

Journals

  1. Antezana G, Venning A, Blake V, Smith D, Winsall M, Orlowski S, Bidargaddi N. An evaluation of behaviour change techniques in health and lifestyle mobile applications. Health Informatics Journal 2020;26(1):104 View
  2. Baranowski T. This Month's Offerings: Why Are They Important?. Games for Health Journal 2013;2(6):315 View
  3. Payne H, Moxley V, MacDonald E. Health Behavior Theory in Physical Activity Game Apps: A Content Analysis. JMIR Serious Games 2015;3(2):e4 View
  4. Chaves F, Carvalho T, Paraíso E, Pagano A, Reis I, Torres H. Aplicativos para adolescentes com diabetes mellitus tipo 1: revisão integrativa da literatura. Acta Paulista de Enfermagem 2017;30(5):565 View
  5. Lyons E. Cultivating Engagement and Enjoyment in Exergames Using Feedback, Challenge, and Rewards. Games for Health Journal 2015;4(1):12 View
  6. Kim I, Lee H. Effects of a Progressive Walking Program on Physical Activity, Exercise Tolerance, Recovery, and Post-Operative Complications in Patients with a Lung Resection. Journal of Korean Academy of Nursing 2014;44(4):381 View
  7. Rincker M, Misner S. The Jig Experiment: Development and Evaluation of a Cultural Dance Active Video Game for Promoting Youth Fitness. Computers in the Schools 2017;34(4):223 View
  8. Baranowski M, Bower P, Krebs P, Lamoth C, Lyons E. Effective Feedback Procedures in Games for Health. Games for Health Journal 2013;2(6):320 View
  9. Pham Q, Khatib Y, Stansfeld S, Fox S, Green T. Feasibility and Efficacy of an mHealth Game for Managing Anxiety: “Flowy” Randomized Controlled Pilot Trial and Design Evaluation. Games for Health Journal 2016;5(1):50 View
  10. Howes S, Charles D, Marley J, Pedlow K, McDonough S. Gaming for Health: Systematic Review and Meta-analysis of the Physical and Cognitive Effects of Active Computer Gaming in Older Adults. Physical Therapy 2017;97(12):1122 View
  11. Mäurer M. Rehabilitation in Multiple Sclerosis: the Role of tele-rehabilitation/gaming. Neurodegenerative Disease Management 2016;6(sup6):17 View
  12. Kim J, Timmerman C. Effects of Supportive Feedback Messages on Exergame Experiences. Journal of Media Psychology 2018;30(1):29 View
  13. Lyons E, Lewis Z, Mayrsohn B, Rowland J. Behavior Change Techniques Implemented in Electronic Lifestyle Activity Monitors: A Systematic Content Analysis. Journal of Medical Internet Research 2014;16(8):e192 View
  14. Straker L, Fenner A, Howie E, Feltz D, Gray C, Lu A, Mueller F, Simons M, Barnett L. Efficient and Effective Change Principles in Active Videogames. Games for Health Journal 2015;4(1):43 View
  15. Feltz D, Forlenza S, Winn B, Kerr N. Cyber Buddy Is Better than No Buddy: A Test of the Köhler Motivation Effect in Exergames. Games for Health Journal 2014;3(2):98 View
  16. Mohr D, Schueller S, Montague E, Burns M, Rashidi P. The Behavioral Intervention Technology Model: An Integrated Conceptual and Technological Framework for eHealth and mHealth Interventions. Journal of Medical Internet Research 2014;16(6):e146 View
  17. Alber J, Watson A, Barnett T, Mercado R, Bernhardt J. Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games. Cyberpsychology, Behavior, and Social Networking 2015;18(7):417 View
  18. Rhodes R, Blanchard C, Bredin S, Beauchamp M, Maddison R, Warburton D. Stationary cycling exergame use among inactive children in the family home: a randomized trial. Journal of Behavioral Medicine 2017;40(6):978 View
  19. Kinross J. Precision gaming for health: Computer games as digital medicine. Methods 2018;151:28 View
  20. Simons M, de Vet E, Chinapaw M, de Boer M, Seidell J, Brug J. Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses. JMIR Serious Games 2014;2(1):e4 View
  21. Baranowski T, Maddison R, Maloney A, Medina E, Simons M. Building a Better Mousetrap (Exergame) to Increase Youth Physical Activity. Games for Health Journal 2014;3(2):72 View
  22. Moosa A, Al-Maadeed N, Saleh M, Al-Maadeed S, Aljaam J. Designing a Mobile Serious Game for Raising Awareness of Diabetic Children. IEEE Access 2020;8:222876 View
  23. Christopherson U, Wells S, Parker N, Lyons E, Swartz M, Blozinski A, Basen-Engquist K, Peterson S, Swartz M. Use of active video games with or without videoconferencing on health outcomes in adolescent and young adult cancer survivors: a systematic review. Journal of Cancer Survivorship 2022;16(4):714 View
  24. Sauchelli S, Brunstrom J. Virtual reality exergaming improves affect during physical activity and reduces subsequent food consumption in inactive adults. Appetite 2022;175:106058 View
  25. Swartz M, Lewis Z, Deer R, Stahl A, Swartz M, Christopherson U, Basen-Engquist K, Wells S, Silva H, Lyons E. Feasibility and Acceptability of an Active Video Game–Based Physical Activity Support Group (Pink Warrior) for Survivors of Breast Cancer: Randomized Controlled Pilot Trial. JMIR Cancer 2022;8(3):e36889 View
  26. Reinhardt G, Timpel P, Schwarz P, Harst L. Long-Term Effects of a Video-Based Smartphone App (“VIDEA Bewegt”) to Increase the Physical Activity of German Adults: A Single-Armed Observational Follow-Up Study. Nutrients 2021;13(12):4215 View
  27. Hayotte M, d’Arripe-Longueville F. Le recours aux technologies pour promouvoir l’activité physique dans la chirurgie bariatrique : analyse du contenu de deux technologies. Cahiers de Nutrition et de Diététique 2023;58(3):202 View
  28. Hu X, Fan Z. Games to Control Gaming Behavior: An Observation Based on Teenager Families. Deviant Behavior 2024;45(2):267 View
  29. Seims A, Hall J, Bingham D, Creaser A, Christoforou A, Barber S, Daly-Smith A, Lee K. Interventions targeting children and young people’s physical activity behavior at home: A systematic review. PLOS ONE 2023;18(8):e0289831 View
  30. Mohan M, Nunez C, Kuchenbecker K. Closing the loop in minimally supervised human–robot interaction: formative and summative feedback. Scientific Reports 2024;14(1) View
  31. Chan G, Banire B, Anukem S, Imran M, Meena S, Nwagu C, Oyebode O, Alslaity A, Arya A, Orji R. Social Exergames in Health and Wellness: A Systematic Review of Trends, Effectiveness, Challenges, and Directions for Future Research. International Journal of Human–Computer Interaction 2024:1 View

Books/Policy Documents

  1. Brown B. Environmental Psychology and Human Well-Being. View