Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 0 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| Behavior Change | 1 |
| Behavior Modification | 1 |
| Behavior Theories | 1 |
| Behavioral Sciences | 1 |
| Computer Software | 1 |
| Computer Uses in Education | 1 |
| Diabetes | 1 |
| Educational Games | 1 |
| Educational Technology | 1 |
| Feedback (Response) | 1 |
| Focus Groups | 1 |
| More ▼ | |
Source
| Simulation & Gaming | 1 |
Author
| Baranowski, Janice | 1 |
| Baranowski, Tom | 1 |
| Buday, Richard | 1 |
| Griffith, Melissa Juliano | 1 |
| Jago, Russell | 1 |
| Thompson, Debbe | 1 |
| Thompson, Victoria | 1 |
Publication Type
| Journal Articles | 1 |
| Reports - Descriptive | 1 |
Education Level
| Elementary Secondary Education | 1 |
| Middle Schools | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano – Simulation & Gaming, 2010
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Descriptors: Obesity, Health Behavior, Behavior Modification, Behavior Change

Peer reviewed
Direct link
