Evidence map›Paper›PMID 30274962›Full record

ArticleJMIR serious games2018

The Untapped Potential of the Gaming Community: Narrative Review.

William Goodman, Ethna McFerran, Richard Purves, Ian Redpath, Rebecca J Beeken

Open access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.

0numbers the graph read from it
0cells of the map it votes in
9citing papers in PubMed
10.1field-weighted citation impact, top 2% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

9 citing papers in PubMed, 25 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors at 5 institutions in 1 country.

William Goodman *Department of Behavioural Science and Health, University College London, London, United Kingdom.ORCID http://orcid.org/0000-0002-8936-0787
Ethna McFerran *School of Medicine, Dentistry and Biomedical Sciences, Queen's University Belfast, Belfast, United Kingdom.ORCID http://orcid.org/0000-0002-8918-7822
Richard Purves *Institute for Social Marketing, University of Stirling, Stirling, United Kingdom.ORCID http://orcid.org/0000-0002-6527-0218
Ian Redpath *The Behaviouralist, London, United Kingdom.ORCID http://orcid.org/0000-0002-2656-6366
Rebecca J Beeken *Department of Behavioural Science and Health, University College London, London, United Kingdom.ORCID http://orcid.org/0000-0001-8287-9351
Queen's University Belfast · GBThe Behaviouralist (United Kingdom) · GBUniversity College London · GBUniversity of Leeds · GBUniversity of Stirling · GB

Funding

Cancer Research UK 23538
6 · The paper itself

Abstract

backgroundVideo 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.

objectiveThe purpose of this paper is to highlight under-researched areas that have the potential to encourage positive health behavior among this community.

methodsA 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.

resultsResearch 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.

conclusionsThis 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.

Indexed as

advertisementshealth behaviorvideo games

Identifiers

PMID30274962
PMCPMC6231821
OpenAlexW2845943306

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.