Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health

publication

Author: 

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

Game Platform: 

  • Game Console

Publication Type: 

  • Book

Partners

  • HopeLab
  • Robert Wood Johnson Foundation
  • SAGE Publishing
  • UNICEF Kid Power