Author/s:

Lieberman, D. A.

Citation:

Lieberman, D. A. (1997). Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health. In R. L. Street, W. R. Gold & T. Mannings (Eds.), Health promotion and Interactive technology: Theoretical applications and future directions (pp. 103-120). Mahwah, NJ: Lawrence Erlbaum Associates, Inc.


Keywords:

adolescents; attention; children; design/development; educational; ehealth; game play; health promotion; media; motivation; self-efficacy; self-management; social support; super nintendo; teens; tweens

Health Topic:

Cognition; Health Care and Medicine

Target Population:

Children; Pre-Teens; Teens

Publication Type:

Book
Article Type