9 research outputs found

    An Experimental Test of the Effectiveness of Customized Narrative and Non-Narrative Health Blogs

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    This dissertation examined the persuasive effects of narratives and customization in a health blog on readers' attitudes, self-efficacy, subjective norms, and intention to adopt a health behavior (running for exercise). Narratives are stories with a beginning, middle, and end that provide information about the characters and plot. Customization refers to matching messages to each individual recipient. Narratives and customization have seldom been examined in tandem as strategies for effective health communication. In this dissertation, the message type (narrative vs. non-narrative) and the customization type between the blogger and each reader (no customization, health behavior-unrelated customization, and health behavior-related customization) were manipulated in a between-subjects pre-post experimental design. Findings suggest that narratives and customization can be powerful health communication tools if applied appropriately. Readers of the narrative health messages intended to engage in longer periods of running than those who read non-narrative messages. Narrative messages also outperformed non-narrative messages when the health messages were not customized, or were customized with similarities unrelated to running (e.g., both the blogger and the reader liked the color green). Bloggers who shared health-related characteristics with the reader elicited stronger intentions to run and to run for longer each time than bloggers who were similar but only on characteristics unrelated to running. The study also showed that narrative and non-narrative messages were processed differently. Customization increased effortful processing (as measured by the number of thought meaning units), but only for non-narrative messages. Narrative messages tended to elicit more positive thoughts than the non-narrative messages

    Active Video Game Interventions Targeting Physical Activity Behaviors: Systematic Review and Meta-analysis

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    BackgroundResearch on digital games designed to increase physical activity (PA), also known as exergames or active video games (AVGs), has proliferated over the past 2 decades. As a result, reviews of literature in this field can become outdated, revealing the need for updated high-quality reviews that identify overarching insights. Furthermore, given the significant heterogeneity in AVG research, study inclusion criteria may significantly influence conclusions. To the best of our knowledge, no prior systematic review or meta-analysis has specifically focused on studies of longitudinal AVG interventions targeting increases in PA behaviors. ObjectiveThe aim of this study was to obtain insights into when and why longitudinal AVG interventions are more or less successful for sustained increases in PA, especially for public health. MethodsSix databases (PubMed, PsycINFO, SPORTDiscus, MEDLINE, Web of Science, and Google Scholar) were reviewed until December 31, 2020. This protocol was registered in the International Prospective Register of Systematic Reviews (PROSPERO: CRD42020204191). For inclusion, randomized controlled trials had to prominently (>50% of intervention) feature AVG technology, involve repeated AVG exposure, and target changes in PA behavior. Experimental designs had to include ≥2 within- or between-participant conditions with ≥10 participants per condition. ResultsA total of 25 studies published in English between 1996 and 2020 were identified, with 19 studies providing sufficient data for inclusion in the meta-analysis. Our findings indicated that AVG interventions had a moderately positive effect, thereby increasing overall PA (Hedges g=0.525, 95% CI 0.322-0.728). Our analysis showed substantial heterogeneity (I2=87.7%; Q=154.1). The main findings were consistent across all subgroup analyses. The comparison between PA assessment type groups showed a moderate effect for objective measures (Hedges g=0.586, 95% CI 0.321-0.852) and a small effect for subjective measures (Hedges g=0.301, 95% CI 0.049-0.554) but no significant difference between the groups (P=.13). The platform subgroup analysis indicated a moderate effect for stepping devices (Hedges g=0.303, 95% CI 0.110-0.496), combination of handheld and body-sensing devices (Hedges g=0.512, 95% CI 0.288-0.736), and other devices (Hedges g=0.694, 95% CI 0.350-1.039). The type of control group showed a wide range of effects sizes, ranging from a small effect size (Hedges g=0.370, 95% CI 0.212-0.527) for the passive control group (nothing) to a moderate effect size for the conventional PA intervention group (Hedges g=0.693, 95% CI 0.107-1.279) and ultimately to a large effect size for sedentary game as control groups (Hedges g=0.932, 95% CI 0.043-1.821). There was no significant difference among the groups (P=.29). ConclusionsAVGs represent a promising tool for PA promotion among the general population and clinical subpopulations. However, significant variabilities in AVG quality, study design, and impact were also detected. Suggestions for improving AVG interventions and related research will be discussed. Trial RegistrationPROSPERO CRD42020204191; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=20419

    Games for Health for Children-Current Status and Needed Research

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    Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population\u27s diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H
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