Computer Games and Simulations as Tools to Reach and Engage Adolescents in Health Promotion Activities

K. Bosworth
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引用次数: 11

Abstract

Summary 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.
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电脑游戏和模拟作为接触和吸引青少年参与健康促进活动的工具
电脑游戏和模拟被广泛用于青少年的全面健康促进。这些策略被用来吸引青少年到BARN(身体意识资源网络),并有助于保持兴趣。在六个主题领域(艾滋病、酒精和其他毒品、身体管理、人类性行为、吸烟和压力管理)的每一个领域,测试游戏都要求用户测试他们对某一主题的知识。模拟挑战用户在假设的情况下应用健康信息。与年长用户相比,游戏是年轻用户选择BARN的更重要因素。BARN游戏用户并不比非游戏用户更有可能沉迷于其他电脑或电子游戏,游戏用户也不会比非游戏用户更有冒险行为(如酒精和其他药物)。
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