Dar Alon

ORCID: 0000-0002-3268-1926
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About
Contact & Profiles
Research Areas
  • Physical Activity and Health
  • Media Influence and Health
  • Mobile Health and mHealth Applications
  • Digital Mental Health Interventions
  • Educational Games and Gamification
  • Children's Physical and Motor Development
  • Media, Gender, and Advertising
  • Obesity, Physical Activity, Diet
  • Telemedicine and Telehealth Implementation
  • Adolescent and Pediatric Healthcare
  • Ergonomics and Musculoskeletal Disorders
  • Behavioral Health and Interventions
  • Balance, Gait, and Falls Prevention
  • Physical Education and Training Studies
  • Virtual Reality Applications and Impacts
  • Impact of Technology on Adolescents
  • Social and Intergroup Psychology
  • Child Development and Digital Technology
  • COVID-19 and Mental Health

Harvard University
2022-2023

Northeastern University
2020-2023

Abstract Narratives are pervasive in video games and have been found to increase physical activity active games. However, the effect of incorporating narrative elements has seldom examined fully immersive virtual reality We investigated element incorporation (between-subject: vs. no narrative) sedentary (within-subject) between- within-subject effects on behavior, game experience, engagement. randomized 36 college students either or non-narrative group. All participants played an a...

10.1007/s10055-023-00754-7 article EN cc-by Virtual Reality 2023-01-31

Objective Intervention research using digital games to promote physical activity has proliferated. Yet few studies have attempted systematically catalog features that characterize this research. To address gap, we undertook a systematic review and content analysis of active video game interventions, examining only published longitudinal interventions prominently featured technology (≥50% the intervention). Methods Our protocol was registered in International Prospective Register Systematic...

10.1177/20552076231171232 article EN cc-by-nc-nd Digital Health 2023-01-01

Abstract Characters play an integral role in animated narratives, but their visual racial presentation has received limited attention. A diverse group of U.S. children watched a 15-min physical activity-promoting Sci-Fi narrative. They were randomly assigned to one three conditions, which varied the lead characters’ presentation: realistic racially unambiguous (Original: White children, Black mother), ambiguous (Ambiguous: All with brown skin without specified race/ethnicity), and...

10.1093/joc/jqad030 article EN cc-by Journal of Communication 2023-10-25

The incorporation of narratives helps to enhance children's engagement in active video games (AVGs), thus increasing moderate-to-vigorous physical activity (MVPA). Specific narrative elements, such as the visual representation characters' body shape, have been rarely manipulated explore their role modulating (NE) and exercise motivation.To investigate effects character shape manipulation (overweight/obese, average, or athletic slim) on immersion (NI), NE, wishful identification (WI), well...

10.3389/fpsyg.2021.653626 article EN cc-by Frontiers in Psychology 2021-07-12

eHealth interventions using active video games (AVGs) offer an alternative method to help children exercise, especially during a pandemic where options are limited. There is limited data on costs associated with developing and implementing such interventions. We quantified the of delivering RCT intervention among minority COVID-19. categorized total trial cost into five subcategories: material development, advertising recruitment, delivery, personnel salaries, COVID-19-related equipment...

10.1016/j.cct.2022.107044 article EN cc-by Contemporary Clinical Trials 2022-12-05

The COVID-19 pandemic has created significant obstacles for clinical trials and human subject research. This paper discusses the challenges our study team encountered while implementing an eHealth intervention during pandemic, including: increased dropout, cancellation rescheduling rates, mailing returns delays, social distancing impediments, positive members, restricted training access.This is a short on research protocol six-month randomized controlled single-blind trial.N/A.In response to...

10.1016/j.puhip.2022.100259 article EN cc-by-nc-nd Public Health in Practice 2022-04-27

<sec> <title>BACKGROUND</title> Research on digital games designed to increase physical activity (PA), also known as exergames or active video (AVGs), has proliferated over the past 2 decades. As a result, reviews of literature in this field can become outdated, revealing need for updated high-quality that identify overarching insights. Furthermore, given significant heterogeneity AVG research, study inclusion criteria may significantly influence conclusions. To best our knowledge, no prior...

10.2196/preprints.45243 preprint EN 2022-12-22
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