BaranowskiT, BudayR, ThompsonDI, et al. Playing for real: Video games and stories for health-related behavior change. Am J Prev Med, 2008; 34:74–82.
2.
MelleckerR, LyonsEJ, BaranowskiT. Disentangling fun and enjoyment in exergames using a expanded design, play, experience framework: A narrative review. Games Health J, 2013; 2:142–149.
3.
LuAS, BaranowskiT, ThompsonD, et al. Story immersion of video games for youth health promotion: A review of literature. Games Health J, 2012; 1:199–204.
4.
LuAS, ThompsonD, BaranowskiJ, et al. Story immersion in a health videogame for child obesity prevention. Games Health J, 2012; 1:37–44.
5.
LyonsEJ, HatkevichC. Prevalence of behavior changing strategies in fitness video games: Theory-based content analysis. J Med Internet Res, 2013; 15:e81.
6.
BaranowskiT, BowerK, KrebsP, et al. Effective feedback procedures in games for health. Games Health J, 2013; 2:320–326.
7.
BudayR. Architecture and imagery: A profile of serious game developer Archimage, Inc. Games Health J, 2013; 2:327–331.
8.
Johnson-GlenbergMC, HecklerEB. “Alien Health Game”: An embodied exergame to instruct in nutrition and MyPlate. Games Health J, 2013; 2:354–361.
9.
BarnettA, CerinE, BaranowskiT. Active video games for youth: A systematic review. J Phys Act Health, 2011; 8:724–737.
10.
WethingtonH, SherryB, ParkS, et al. Active screen time among U.S. youth aged 9–18 years, 2009. Games Health J, 2013; 2:362–368.
11.
AllsopS, RumboldPLS, DebuseD, et al. Real life active gaming practices of 7–11-year-old children. Games Health J, 2013; 2:347–353.
12.
BaranowskiT, AbdelsamadD, BaranowskiJ, et al. Impact of an active video game on healthy children's physical activity. Pediatrics, 2012; 129:e636–e642.
13.
SimonsM, OpdamL, van EmpelenP. Feasibility of an active game program in a Dutch pre-vocational high school setting. Games Health J, 2013; 2:332–340.
14.
ProtS, McDonaldKA, AndersonCA, et al. Video games: Good, bad, or other?. Pediatr Clin North Am, 2012; 59:647–658, viii.
15.
RussonielloCV, FishM, O'BrienK. The efficacy of casual videogame play in reducing clinical depression: A randomized controlled study. Games Health J, 2013; 2:341–346.