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Analyze article and determine cultural category





Id : 2475

Author :
Andrew L.; Barwood D.; Boston J.; Masek M.; Bloomfield L.; Devine A.

Title


Serious games for health promotion in adolescents – a systematic scoping review

Reference :


Andrew L.; Barwood D.; Boston J.; Masek M.; Bloomfield L.; Devine A. Serious games for health promotion in adolescents – a systematic scoping review,Education and Information Technologies

Link to article https://www.scopus.com/inward/record.uri?eid=2-s2.0-85141377081&doi=10.1007%2fs10639-022-11414-9&partnerID=40&md5=cafe98a6d6c4fae7484e2f0699a5ca66
Abstract Digital gaming has broad appeal globally, with a reported 2.7 billion gamers worldwide. There is significant interest in using games to enhance learning, with ‘serious games’ being included in classrooms to engage adolescents’ learning across a range of domains. A systematic scoping review of serious games used for health promotion with adolescents was conducted to identify serious games, review the methods used to evaluate these games, and outline evidence available to support the efficacy of these games in improving knowledge, beliefs/attitudes and behaviours in the target groups. Player engagement/enjoyment was reported if assessed. A total of 21 studies were found to have met the inclusion criteria domains: ‘healthy lifestyle’ ‘sexual health’ and ‘substance use’. A heterogenous approach across studies to game design and development, duration of game play, use of a control group and measurement of outcome(s) was observed. Game efficacy was difficult to assess due to broad generalisations and lack of consistent evaluation methods. Several studies demonstrate serious games can be engaging and pedagogically effective as a learning device and behaviour-change agent. Several studies, however, had less rigorous evaluation and lacked longer-term follow up. The ability for developers to demonstrate positive short- and long-term impacts of serious games with high-quality evidence is essential to the ongoing acceptance and use of these serious games as part of the school curriculum. © 2022, Crown.



Results:


                    Category                    

             Certainity            
Heritage 0.0000
Archives 0.0000
Libraries 0.0000
Book and Press 0.0005
Visual Arts 0.0000
Performing Arts 0.0009
Audiovisual and Multimedia 0.9985
Architecture 0.0000
Adverstizing 0.0000
Art crafts 0.0000
General cultural dimension 0.0000
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