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Interactive Games to Promote Behavior Change in Prevention and Treatment

Interactive Games to Promote Behavior Change in Prevention and Treatment 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 http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png JAMA American Medical Association

Interactive Games to Promote Behavior Change in Prevention and Treatment

JAMA , Volume 305 (16) – Apr 27, 2011

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References (11)

Publisher
American Medical Association
Copyright
Copyright 2011 American Medical Association. All Rights Reserved. Applicable FARS/DFARS Restrictions Apply to Government Use.
ISSN
0098-7484
eISSN
1538-3598
DOI
10.1001/jama.2011.408
pmid
21447802
Publisher site
See Article on Publisher Site

Abstract

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

Journal

JAMAAmerican Medical Association

Published: Apr 27, 2011

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