April 11, 2016
Author/s:
Lieberman, D. A.
Citation:
Lieberman, D. A. (1997). Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health. In R. L. Street, W. R. Gold & T. Mannings (Eds.), Health promotion and Interactive technology: Theoretical applications and future directions (pp. 103-120). Mahwah, NJ: Lawrence Erlbaum Associates, Inc.
Keywords:
adolescents; attention; children; design/development; educational; ehealth; game play; health promotion; media; motivation; self-efficacy; self-management; social support; super nintendo; teens; tweensHealth Topic:
Cognition; Health Care and MedicineTarget Population:
Children; Pre-Teens; TeensPublication Type:
BookArticle Type