Published on in Vol 4, No 1 (2016): Jan-Jun

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

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

Journals

  1. Hale A, Young V, Grand A, McNulty C. Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach. JMIR Serious Games 2017;5(1):e5 View
  2. Aboalshamat K, Khayat A, Halwani R, Bitan A, Alansari R. The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial. BMC Public Health 2020;20(1) View
  3. ATEŞ E, SET T, DUR G. Effect of Follow-Up Visit Frequencies on Weight Lost: A Historical Cohort Study. Turkish Journal of Family Medicine and Primary Care 2019;13(2):191 View
  4. van der Kleij R, Kasteleyn M, Meijer E, Bonten T, Houwink E, Teichert M, van Luenen S, Vedanthan R, Evers A, Car J, Pinnock H, Chavannes N. SERIES: eHealth in primary care. Part 1: Concepts, conditions and challenges. European Journal of General Practice 2019;25(4):179 View
  5. Champlin S, James J. Breaking Health Insurance Knowledge Barriers Through Games: Pilot Test of Health Care America. JMIR Serious Games 2017;5(4):e22 View
  6. Baranowski T, Ryan C, Hoyos-Cespedes A, Lu A. Nutrition Education and Dietary Behavior Change Games: A Scoping Review. Games for Health Journal 2019;8(3):153 View
  7. Holzmann S, Schäfer H, Plecher D, Stecher L, Klinker G, Groh G, Hauner H, Holzapfel C. Serious Games for Nutritional Education: Online Survey on Preferences, Motives, and Behaviors Among Young Adults at University. JMIR Serious Games 2020;8(2):e16216 View
  8. Ingadottir B, Blondal K, Thue D, Zoega S, Thylen I, Jaarsma T. Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study. JMIR Serious Games 2017;5(2):e10 View
  9. Schakel L, Veldhuijzen D, Middendorp H, Dessel P, Houwer J, Bidarra R, Evers A, Meule A. The effects of a gamified approach avoidance training and verbal suggestions on food outcomes. PLOS ONE 2018;13(7):e0201309 View
  10. Chen Y, Perez-Cueto F, Giboreau A, Mavridis I, Hartwell H. The Promotion of Eating Behaviour Change through Digital Interventions. International Journal of Environmental Research and Public Health 2020;17(20):7488 View
  11. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  12. Liang M, Kuo S. Systematic review on health literacy through game-based educational interventions in older adults. Educational Gerontology 2025:1 View
  13. Ahmed M, Okesanya O, Olaleke N, Adigun O, Adebayo U, Oso T, Eshun G, Lucero-Prisno D. Integrating Digital Health Innovations to Achieve Universal Health Coverage: Promoting Health Outcomes and Quality Through Global Public Health Equity. Healthcare 2025;13(9):1060 View
  14. Jordan K, Landy C, Da Silva C, Dastjerdi M, Grunfeld B, Inocencio da Luz R. Virtual serious games for women’s health education: A scoping review. PLOS One 2025;20(6):e0325327 View

Books/Policy Documents

  1. Cardoso P, Peçaibes V, Giesteira B, Castro L. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  2. Anukem S, Ndulue C, Orji R. Persuasive Technology. View

Conference Proceedings

  1. Baranyi R, Steyrer B, Lechner L, Agbektas G, Lederer N, Grechenig T. 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH). NutritionRush - a serious game to support people with the awareness of their nutrition intake View
  2. Bomfim M, Kirkpatrick S, Nacke L, Wallace J. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App View
  3. Okpanachi V, Adaji I. 2024 IEEE Gaming, Entertainment, and Media Conference (GEM). The Design of Food Villain, a Serious Game to Influence Healthy Eating Habits Among African International Students View