1 |
Play as a care strategy for children with cancer. |
Lima KYN, et al.(3)
|
Brazil/ 2015 |
Types of games: Video games, use of television, computer, conventional toys, drawings, and activity in the toy library. Conclusion: Such activities provide fun, feelings of joy, distraction, and interaction with others by reducing the stressful effects of hospitalization. |
2 |
Serious game development as a strategy for health promotion and tackling childhood obesity |
Dias JD et al.(7)
|
Brazil / 2016 |
Types of games: serious electronic games about healthy eating, practice of physical exercises, and changes in life habits. Conclusion: great educational potential (technologic resource) that can be used by the public in schools and health facilities. |
3 |
Diabetic Mario: designing and evaluating mobile games for diabetes education. |
Baghaei N, et al.(8)
|
New Zealand, 2016 |
Types of games: mobile devices about healthy diet and lifestyle. Conclusion: Diabetes-related knowledge, using games, can facilitate children’s talking with health professionals about their self-management practices |
4 |
Preventing adolescents’ diabesity: design, development, and first evaluation of “Gustavo in Gnam’s planet” |
Marchetti D, et al.(9)
|
Italy/ 2015 |
Types of games: online games about healthy diet and prevention of metabolic diseases. Conclusion: Games about health can be effective in childhood and adolescence. Increased nutritional knowledge lead to possibilities of changes in food behavior. |
5 |
Novel methods to collect meaningful data from adolescents for the development of health interventions |
Hieftje et al.(10)
|
2014 |
Types of games: video games for the guidance of sexually transmitted diseases for adolescents. Conclusion: Video games (storytelling using graphic illustration, my life and photo feedback project) are effective tools for the development of health interventions with adolescents |
6 |
Active video game play in children with cerebral palsy: potential for physical activity promotion and rehabilitation therapies. |
Howcroft J, et al.(11)
|
Canada, 2012 |
Types of games: Active video games (AVGs) to stimulate motor learning and neuromuscular reeducation in children with cerebral palsy. Conclusion: AVGs can be strategically chosen to address specific therapeutic goals. |
7 |
Video game play, child diet, and physical activity behavior change a randomized clinical trial. |
Baranowski T, et al.(12)
|
Canada/2011 |
Game Types: epic video games, comparable to commercial quality video games about diabetes. Conclusion: Children who played these video games increased fruit and vegetable intake per day, but did not increase water consumption or physical activity. |
8 |
Mixed reality virtual pets to reduce childhood obesity. |
Johnsen K, et al.(13)
|
United States, 2014 |
Types of games: Game with a virtual pet that was designed around the concept of a virtual animal clinic. where obese pets needed physical exercise. Conclusion: It is believed that these rewards are more likely to promote future and self-motivated physical activities, leading the children to have healthier weights. |
9 |
An investigation of the impact of regular use of the Wi Fit to improve motor and psychosocial outcomes in children with movement difficulties: a pilot study. |
Hammond J, et al.(14)
|
United Kingdom, 2014 |
Types of games: active games that focus on balance and coordination. Conclusion: Use of balance games for 10 minutes, three times a week, in a school setting over a period of one month can lead to gains in motor proficiency, perception of motor skills, and emotional well-being. |
10 |
Using a robot to personalize health education for children with diabetes type 1: A pilot study. |
Blanson, HOA, et al.(15)
|
The Netherlands, 2013 |
Types of games: Autonomous and programmable humanoid robot that contributes to the knowledge of childhood diabetes. Conclusion: Use of information technology is positively related to high levels of skill and control; high levels of challenge, fun, and excitement; motivation, attention, and focused engagement. |