Start Date

11-12-2016 12:00 AM

Description

Information technology artifacts can help to engender health behavior change but not enough is known about how to effectively do so. Despite the attractiveness of serious games for health promotion, we still lack an educational, theoretically founded and evidence-based framework to explain their pedagogic effectiveness and the extent to which transformative learning (health behavior change) takes place in serious games. Motivated thus, this study assesses the role of two serious games genres: simulation and puzzles in eliciting a sustained health behavior change and the moderating role of frequency of exposure on the effectiveness of these serious games’ genres. The effects of the serious games' genres and the moderating role of frequency of exposure will be examined in a lab experiment.

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Dec 11th, 12:00 AM

The Effects of Serious Games’ Genres and Frequency of Exposure on Children’s Dietary Preferences

Information technology artifacts can help to engender health behavior change but not enough is known about how to effectively do so. Despite the attractiveness of serious games for health promotion, we still lack an educational, theoretically founded and evidence-based framework to explain their pedagogic effectiveness and the extent to which transformative learning (health behavior change) takes place in serious games. Motivated thus, this study assesses the role of two serious games genres: simulation and puzzles in eliciting a sustained health behavior change and the moderating role of frequency of exposure on the effectiveness of these serious games’ genres. The effects of the serious games' genres and the moderating role of frequency of exposure will be examined in a lab experiment.