Please use this identifier to cite or link to this item: http://hdl.handle.net/1893/27516
Appears in Collections:Faculty of Health Sciences and Sport Journal Articles
Peer Review Status: Refereed
Title: The Untapped Potential of the Gaming Community: Narrative Review
Author(s): Goodman, William
McFerran, Ethna
Purves, Richard
Redpath, Ian
Beeken, Rebecca J
Contact Email: r.i.purves@stir.ac.uk
Keywords: video games
advertisements
health behaviour
Issue Date: 25-Sep-2018
Citation: Goodman W, McFerran E, Purves R, Redpath I & Beeken RJ (2018) The Untapped Potential of the Gaming Community: Narrative Review. JMIR Serious Games, 6 (3), Art. No.: e10161. https://doi.org/10.2196/10161.
Abstract: 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 non-communicable diseases. To date, research seeking to improve health behaviours has focussed on developing novel video games to promote behaviour change. Although positive results have emerged from this research, the success has been limited due to the lack of transferability to more mainstream games and the focus on children and adolescents. However, the gaming community has a number of unique aspects which, in comparison to the development of new video games, have received less attention. Research has found that advertising can have implicit effects on individual’s memories which could influence their later decisions. Yet the effect of the exponential growth of in-game advertisements, and brand sponsorship of gaming events and professional gamers, has not been explored in the gaming community. Nor has the possibility of using advertising techniques to encourage positive health behaviours within games or at these events. Research suggests that virtual communities can be effective at disseminating health information, but the efficacy of this needs to be explored utilising known community influencers within the gaming community. The purpose of this paper is to highlight these under-researched areas that have the potential to encourage positive health behaviour among this community.
DOI Link: 10.2196/10161
Rights: © The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes. This item has been embargoed for a period. During the embargo please use the Request a Copy feature at the foot of the Repository record to request a copy directly from the author. You can only request a copy if you wish to use this work for your own research or private study.

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