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Additionally, 50% to 70% of youth play videogames on social networking sites.Therefore, the opportunities to use games for good are evolving, and their presence on mobile platforms and social networking sites is expanding.Therefore, an evolving focus in producing games for health is establishing scientific and evidence-based approaches to game development alongside methods for testing these games with objective indicators of efficacy.If the appropriate amount of time and funding is not devoted to the development and evaluation of these games, their promise will be limited.She has award-winning research publications in peer-reviewed journals and is an Associate Editor for the .
Could videogame play documenting specific behaviors and actions by the player actually be a viable proxy for real-life behaviors?
is one of the most well-designed and tested serious games.
Researchers demonstrated improvements in knowledge, self-efficacy, and adherence to chemotherapy among those who played Re-Mission in comparison with a control group.
There is a long-standing debate about the potential contribution of videogames to negative outcomes in youth; however, definitive conclusions have not been reached.
As the debate continues, the use of videogames for good, as vehicles for delivering health promotion and risk prevention interventions, is growing.