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COMMENTARY ONLINE FIRST Interactive Games to Promote Behavior Change in Prevention and Treatment Successful entertainment game designs draw on a well- J. Leighton Read, MD understood set of features, such as a narrative setting that Stephen M. Shortell, PhD, MBA, MPH motivates goals, systems of feedback, points, levels, com- petition, teamwork, trading, and often, self-representation NYONE WHO HAS OBSERVED SOMEONE DEEPLY AB- using an avatar. The extent to which a game is engaging sorbed in a video game can appreciate that use of (and useful for health objectives) depends on the skill with these games is a uniquely powerful interaction. For which these are implemented as a package for a particular Athe player, time stands still and self-conscious- audience. ness disappears. Csikszentmihalyi described this state as To date, the evidence base of studies evaluating games is “flow.” His concept was exemplified by mountain climb- limited, and only a few health games have been subject to ers living in the moment of ascent or surgeons lost in a deli- rigorous evaluation. One study evaluated Packy & Marlon, cate and demanding task. He could just as well have been a Nintendo console game published in 1994 that allowed describing what happens
JAMA – American Medical Association
Published: Apr 27, 2011
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