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1.
J Diabetes Sci Technol ; 6(4): 802-6, 2012 Jul 01.
Article in English | MEDLINE | ID: mdl-22920805

ABSTRACT

The July 2012 issue of the Journal of Diabetes Science and Technology includes a special symposium called "Serious Games for Diabetes, Obesity, and Healthy Lifestyle." As part of the symposium, this article focuses on health behavior change video games that are designed to improve and support players' diabetes self-management. Other symposium articles include one that recommends theory-based approaches to the design of health games and identifies areas in which additional research is needed, followed by five research articles presenting studies of the design and effectiveness of games and game technologies that require physical activity in order to play. This article briefly describes 14 diabetes self-management video games, and, when available, cites research findings on their effectiveness. The games were found by searching the Health Games Research online searchable database, three bibliographic databases (ACM Digital Library, PubMed, and Social Sciences Databases of CSA Illumina), and the Google search engine, using the search terms "diabetes" and "game." Games were selected if they addressed diabetes self-management skills.


Subject(s)
Diabetes Mellitus/therapy , Endocrinology/instrumentation , Self Care/instrumentation , Self Care/methods , Video Games , Diabetes Mellitus/blood , Efficiency , Endocrinology/methods , Endocrinology/trends , Equipment Design , Health Behavior , Humans
2.
Circulation ; 123(21): 2507-16, 2011 May 31.
Article in English | MEDLINE | ID: mdl-21518980

ABSTRACT

BACKGROUND: To examine the influence active-play video gaming (also referred to as exergaming, exertainment, and active gaming) might have on improving health-related skills, enhancing self-esteem and self-efficacy, promoting social support, and ultimately motivating positive changes in health behaviors, the American Heart Association convened The Power of Play: Innovations in Getting Active Summit. The summit, as well as a follow-up science panel, was hosted by the American Heart Association and Nintendo of America. METHODS AND RESULTS: The science panel discussed the current state of research on active-play video gaming and its potential to serve as a gateway experience that might motivate players to increase the amount and intensity of physical activity in their daily lives. The panel identified the need for continued research on the gateway concept and on other behavioral health outcomes that could result from active-play video games and considered how these games could potentially affect disparate populations. CONCLUSIONS: The summit represented an exciting first step in convening healthcare providers, behavioral researchers, and professionals from the active-play video game industry to discuss the potential health benefits of active-play video games. Research is needed to improve understanding of processes of behavior change with active games. Future games and technologies may be designed with the goal to optimize physical activity participation, increase energy expenditure, and effectively address the abilities and interests of diverse and targeted populations. The summit helped the participants gain an understanding of what is known, identified gaps in current research, and supported a dialogue for continued collaboration.


Subject(s)
American Heart Association , Motor Activity/physiology , Play and Playthings , Video Games , Centers for Disease Control and Prevention, U.S./standards , Health Behavior , Humans , Obesity/physiopathology , Obesity/prevention & control , Obesity/therapy , United States
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