Published on in Vol 2 , No 2 (2014) :Jul-Dec

What Serious Video Games Can Offer Child Obesity Prevention

What Serious Video Games Can Offer Child Obesity Prevention

What Serious Video Games Can Offer Child Obesity Prevention

Authors of this article:

Debbe Thompson 1 Author Orcid Image


  1. Fernandes Davies V, Mafra R, Beltran A, Baranowski T, Lu A. Children's Cognitive and Affective Responses About a Narrative Versus a Non-Narrative Cartoon Designed for an Active Videogame. Games for Health Journal 2016;5(2):114 View
  2. Thompson D, Bhatt R, Vazquez I, Cullen K, Baranowski J, Baranowski T, Liu Y. Creating action plans in a serious video game increases and maintains child fruit-vegetable intake: a randomized controlled trial. International Journal of Behavioral Nutrition and Physical Activity 2015;12(1) View
  3. Calinescu A, McLin V, Spahni S, Boggini T, Randriambelonoro M, Jaquier-Grant R, Steiner M, Geissbuhler A, Wildhaber B. KidsETransplant : unserious gamepour les enfants malades ou greffés du foie. médecine/sciences 2016;32(12):1120 View
  4. Cullen K, Liu Y, Thompson D. Meal-Specific Dietary Changes From Squires Quest! II: A Serious Video Game Intervention. Journal of Nutrition Education and Behavior 2016;48(5):326 View
  5. Beaujean D, Gassner F, Wong A, Steenbergen J, Crutzen R, Ruwaard D. Education on tick bite and Lyme borreliosis prevention, aimed at schoolchildren in the Netherlands: comparing the effects of an online educational video game versus a leaflet or no intervention. BMC Public Health 2016;16(1) View
  6. Thompson D. Incorporating Behavioral Techniques into a Serious Videogame for Children. Games for Health Journal 2017;6(2):75 View
  7. Aboul-Enein B, Bernstein J, Kruk J. Fruits and vegetables embedded in classic video games: a health-promoting potential?. International Journal of Food Sciences and Nutrition 2019;70(3):377 View
  8. Wang J, Baranowski T, Lau P, Buday R, Gao Y. Story Immersion May Be Effective in Promoting Diet and Physical Activity in Chinese Children. Journal of Nutrition Education and Behavior 2017;49(4):321 View
  9. DeSmet A, Palmeira A, Beltran A, Brand L, Davies V, Thompson D. The Yin and Yang of Formative Research in Designing Serious (Exer-)games. Games for Health Journal 2015;4(1):63 View
  10. Abraham O, Feathers A, Grieve L, Babichenko D. Developing and piloting a serious game to educate children about over‐the‐counter medication safety. Journal of Pharmaceutical Health Services Research 2019;10(2):235 View
  11. Afonso L, Rodrigues R, Reis E, Miller K, Castro J, Parente N, Teixeira C, Fraga A, Torres S. Fammeal: A Gamified Mobile Application for Parents and Children to Help Healthcare Centers Treat Childhood Obesity. IEEE Transactions on Games 2020;12(4):351 View
  12. Dias J, Tibes-Cherman C, Aragão R, Tourinho H, Zem-Mascarenhas S, Fonseca L. Avaliação de serious game em programa de enfrentamento da obesidade infantil. Acta Paulista de Enfermagem 2021;34 View
  13. Mondal N. COVID-19 CRISIS AND THE RELEVANCE OF DIGITAL LEARNING: AN ANALYSIS. Towards Excellence 2021:577 View

Books/Policy Documents

  1. Lu A, Buday R, Thompson D, Baranowski T. Emotions, Technology, and Digital Games. View
  2. Wang Y, Yatim M. Design, Motivation, and Frameworks in Game-Based Learning. View
  3. Vlachopapadopoulou E, Fotiadis D. M-Health Innovations for Patient-Centered Care. View
  4. Parra Navarro L, Paez Ardila D, Pires M, Marques J. VII Latin American Congress on Biomedical Engineering CLAIB 2016, Bucaramanga, Santander, Colombia, October 26th -28th, 2016. View
  5. Vlachopapadopoulou E, Georga E, Fotiadis D. Mobile Health Applications for Quality Healthcare Delivery. View
  6. Wang Y, Yatim M. Research Anthology on Pediatric and Adolescent Medicine. View
  7. Vlachopapadopoulou E, Georga E, Fotiadis D. Research Anthology on Pediatric and Adolescent Medicine. View