Computer games and simulations as tools to reach and engage adolescents in health promotion activities

Research output: Contribution to journalArticle

9 Citations (Scopus)

Abstract

Computer games and simulations were used extensively in a comprehensive health promotion for adolescents. These strategies were used to attract adolescents to BARN (Body Awareness Resource Network), as well as helping to hold interest. In each of the six topic areas (AIDS, Alcohol and Other Drags, Body Management, Human Sexuality, Smoking and Stress Management) quiz games challenged users to test their knowledge on a topic. Simulations challenges users to apply health information in hypothetical situations. Games were a more important factor in selection of BARN for younger users than for older users. BARN game users were not more likely than non-game users to be isers of other computer or video games, nor did game users engage in more risk taking behaviors (e.g., alcohol and other drugs) than non-game users.

Original languageEnglish (US)
Pages (from-to)109-119
Number of pages11
JournalComputers in Human Services
Volume11
Issue number1-2
DOIs
StatePublished - Jan 3 1995
Externally publishedYes

Fingerprint

Video Games
Computer games
computer game
Health Promotion
computer simulation
Computer Simulation
health promotion
Alcohols
Health
Risk-Taking
adolescent
Computer simulation
Drag
Sexuality
Human Body
Acquired Immunodeficiency Syndrome
Smoking
alcohol
resources
stress management

Keywords

  • Adolescents
  • Drug prevention
  • Games
  • Health promotion
  • Simulations

ASJC Scopus subject areas

  • Medicine (miscellaneous)

Cite this

Computer games and simulations as tools to reach and engage adolescents in health promotion activities. / Bosworth, Laura K.

In: Computers in Human Services, Vol. 11, No. 1-2, 03.01.1995, p. 109-119.

Research output: Contribution to journalArticle

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