Citation

Health Promotion Through Serious Games: A Meta-Analysis of the Effects of Health Serious Games on Self-Efficacy, Enjoyment and Behavioral Intention

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Abstract:

Serious games refer to games with a purpose: the promotion of game-based learning through the combination of game technologies with health or educational content. Substantial research in this field has provided strong evidence of the effectiveness of serious games, particularly in domains related to learning and health. In light of the previous work on health serious games, there is a need to synthesize research that has examined self-efficacy, enjoyment, and behavioral intention as measured outcomes of serious health games. Using meta-analysis techniques, we investigated the effect of health serious games on self-efficacy, enjoyment, and behavioral intention in a total of 29 unique studies (self-efficacy: k = 19; enjoyment: k = 11; behavioral intention: k = 6; N = 4051). Consistent with our hypotheses, health serious games have significant medium effects on self-efficacy (d = 0.29, p < .001), enjoyment (d = 0.53, p < .001), and behavioral intention (d = 0.32, p = 0.007). Additional moderator analyses revealed that the age of participants was found to be a significant moderator (Q = 4.692, p < .05) for behavioral intention, with adults yielded larger effects than children. Implications for research in health serious games are discussed.

Most Common Document Word Stems:

aise (1), uestio (1), njoyment b (1), eeling (1), nteceden (1), s describe (1), odel (1), ttitude (1), easures suc (1), onsequences. Studie (1), c (1), ct (1), his cas (1), latfor (1), ignificantl (1), ere sugges (1), erceive (1), ncrease (1), mpact self-efficacy. (1), oundatio (1), edium (1),
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Association:
Name: International Communication Association 65th Annual Conference
URL:
http://www.icahdq.org


Citation:
URL: http://citation.allacademic.com/meta/p979962_index.html
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MLA Citation:

Li, Benjamin. and Lwin, May. "Health Promotion Through Serious Games: A Meta-Analysis of the Effects of Health Serious Games on Self-Efficacy, Enjoyment and Behavioral Intention" Paper presented at the annual meeting of the International Communication Association 65th Annual Conference, Caribe Hilton, San Juan, Puerto Rico, May 21, 2015 <Not Available>. 2018-02-13 <http://citation.allacademic.com/meta/p979962_index.html>

APA Citation:

Li, B. J. and Lwin, M. O. , 2015-05-21 "Health Promotion Through Serious Games: A Meta-Analysis of the Effects of Health Serious Games on Self-Efficacy, Enjoyment and Behavioral Intention" Paper presented at the annual meeting of the International Communication Association 65th Annual Conference, Caribe Hilton, San Juan, Puerto Rico Online <APPLICATION/PDF>. 2018-02-13 from http://citation.allacademic.com/meta/p979962_index.html

Publication Type: Conference Paper/Unpublished Manuscript
Review Method: Peer Reviewed
Abstract: Serious games refer to games with a purpose: the promotion of game-based learning through the combination of game technologies with health or educational content. Substantial research in this field has provided strong evidence of the effectiveness of serious games, particularly in domains related to learning and health. In light of the previous work on health serious games, there is a need to synthesize research that has examined self-efficacy, enjoyment, and behavioral intention as measured outcomes of serious health games. Using meta-analysis techniques, we investigated the effect of health serious games on self-efficacy, enjoyment, and behavioral intention in a total of 29 unique studies (self-efficacy: k = 19; enjoyment: k = 11; behavioral intention: k = 6; N = 4051). Consistent with our hypotheses, health serious games have significant medium effects on self-efficacy (d = 0.29, p < .001), enjoyment (d = 0.53, p < .001), and behavioral intention (d = 0.32, p = 0.007). Additional moderator analyses revealed that the age of participants was found to be a significant moderator (Q = 4.692, p < .05) for behavioral intention, with adults yielded larger effects than children. Implications for research in health serious games are discussed.


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