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Active Fantasy Sports: Rationale and Feasibility of Leveraging Online Fantasy Sports to Promote Physical Activity

Active Fantasy Sports: Rationale and Feasibility of Leveraging Online Fantasy Sports to Promote Physical Activity

By contrast, active video games (AVGs) (also known as: exergames, exertainment, or active gaming), link participants’ physical activity to various aspects of video game play, thereby promoting greater physical exertion.

Arlen C Moller, Sara Majewski, Melanie Standish, Pooja Agarwal, Aleksandra Podowski, Rebecca Carson, Biruk Eyesus, Aakash Shah, Kristin L Schneider

JMIR Serious Games 2014;2(2):e13

What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

To adjust the effects of video game genre for the potentially confounding effect of the graphics and audio of the video games (“environment”), the effect of video game genre and environment were analyzed within a LMEM for each CEGE scale.

Alvin Chesham, Patric Wyss, René Martin Müri, Urs Peter Mosimann, Tobias Nef

JMIR Serious Games 2017;5(2):e8

How to Systematically Assess Serious Games Applied to Health Care

How to Systematically Assess Serious Games Applied to Health Care

The idea of applying a video game in health care may even be resentful to certain clinicians or patients. In addition, threats to data safety fuel distrust towards electronic applications in health care altogether [15].

Maurits Graafland, Mary Dankbaar, Agali Mert, Joep Lagro, Laura De Wit-Zuurendonk, Stephanie Schuit, Alma Schaafstal, Marlies Schijven

JMIR Serious Games 2014;2(2):e11

Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games

Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games

Contrary to a popular belief that views video game playing as a solitary activity, most youth (76%) played video games with others in person or on the Web, and only 24% played alone.

Manuela Ferrari, Sarah V McIlwaine, Gerald Jordan, Jai L Shah, Shalini Lal, Srividya N Iyer

JMIR Ment Health 2019;6(5):e12418

Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial

Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial

of a digital health intervention in the form of a theory-driven interactive video game intervention compared to a set of control games on sexual risk behaviors, knowledge, attitudes, and intentions in a population of racial/ethnic minority adolescents.

Lynn E Fiellin, Kimberly D Hieftje, Tyra M Pendergrass, Tassos C Kyriakides, Lindsay R Duncan, James D Dziura, Benjamin G Sawyer, Linda Mayes, Cindy A Crusto, Brian WC Forsyth, David A Fiellin

J Med Internet Res 2017;19(9):e314

Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women

Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women

Video games are a growing medium in the United States and are becoming more popular than the motion picture industry. Zynga, a large game developer, claims 148 million unique users [5].

Mariya Shiyko, Sean Hallinan, Magy Seif El-Nasr, Shree Subramanian, Carmen Castaneda-Sceppa

JMIR Serious Games 2016;4(1):e8