Goodman, W, McFerran, E, Purves, R et al. (2 more authors) (2018) The untapped potential of the gaming community: Narrative review. JMIR Serious Games, 6 (3). e10161.
Abstract
Background: Video gamers are a population at heightened risk of developing obesity due to the sedentary nature of gaming, increased energy intake, and the disruption caused to their sleep. This increases their risk of developing a number of noncommunicable diseases. To date, research seeking to improve health behaviors has focused on developing novel video games to promote behavior change. Although positive results have emerged from this research, large-scale success has been limited due to the lack of transferability to mainstream games and the focus on children and adolescents. The gaming community has a number of unique aspects, which have received comparatively less attention than the development of new video games.
Objective: The purpose of this paper is to highlight under-researched areas that have the potential to encourage positive health behavior among this community.
Methods: A narrative review of the lay and academic literature was conducted to provide context and support to our claims that further research could be beneficial in this area.
Results: Research has found that advertising can have implicit effects on an individual’s memories, which could influence later decisions. However, the effect of the exponential growth of in-game advertisements and the brand sponsorship of gaming events and professional gamers have not been explored in the gaming community. The possibility of using advertising techniques to encourage positive health behaviors within games or at these events has also not been explored. Research suggests that virtual communities can be effective at disseminating health information, but the efficacy of this needs to be explored using known community influencers within the gaming community.
Conclusions: This paper has highlighted a number of potential avenues for the development of interventions within the gaming community. Further research must be conducted alongside game developers to ensure that any in-game developed interventions do not deter gameplay and gamers to ensure that potential approaches are acceptable.
Metadata
Item Type: | Article |
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Authors/Creators: |
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Copyright, Publisher and Additional Information: | © William Goodman, Ethna McFerran, Richard Purves, Ian Redpath, Rebecca J Beeken. Originally published in JMIR Serious Games (http://games.jmir.org), 25.09.2018. This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. |
Keywords: | video games; advertisements; health behavior |
Dates: |
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Institution: | The University of Leeds |
Funding Information: | Funder Grant number Yorkshire Cancer Research Not Known |
Depositing User: | Symplectic Publications |
Date Deposited: | 24 Oct 2018 14:48 |
Last Modified: | 24 Oct 2018 14:48 |
Status: | Published |
Publisher: | JMIR Publications |
Identification Number: | 10.2196/10161 |
Open Archives Initiative ID (OAI ID): | oai:eprints.whiterose.ac.uk:137587 |