- Obesity, Physical Activity, Diet
- Child Development and Digital Technology
- Behavioral Health and Interventions
- Mobile Health and mHealth Applications
- Physical Activity and Health
- Impact of Technology on Adolescents
- Educational Games and Gamification
- Food Security and Health in Diverse Populations
- Diabetes Management and Research
- Adolescent and Pediatric Healthcare
- Health and Lifestyle Studies
- Eating Disorders and Behaviors
- Child Nutrition and Feeding Issues
- Early Childhood Education and Development
- Obesity and Health Practices
- Childhood Cancer Survivors' Quality of Life
- Children's Physical and Motor Development
- Nutritional Studies and Diet
- Consumer Attitudes and Food Labeling
- Motivation and Self-Concept in Sports
- Community Health and Development
- Nutrition, Health and Food Behavior
- Media Influence and Health
- Sleep and related disorders
- Family and Disability Support Research
Children's Nutrition Research Center at Baylor College of Medicine
2016-2025
Baylor College of Medicine
2015-2024
United States Department of Agriculture
2013-2024
Agricultural Research Service
2010-2023
Royal Hobart Hospital
2023
Duke University
2013-2022
Indianapolis Zoo
2021
Texas Children's Hospital
2019-2021
Universidade de São Paulo
2019
Louisiana State University
2019
Serious video games for health are designed to entertain players while attempting modify some aspect of their behavior. Behavior is a complex process influenced by multiple factors, often making it difficult change. Behavioral science provides insight into factors that influence specific actions can be used guide key game design decisions. This article reports how behavioral guided the serious prevent Type 2 diabetes and obesity among youth, two problems increasing in prevalence. It...
Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods increasing knowledge, delivering persuasive messages, changing behaviors, and influencing outcomes. Although early outcome results are promising, additional research is needed to determine the game design behavior change procedures that best promote G4H effectiveness identify minimize possible adverse effects. Guidelines ideal use of different types by children adolescents should be elucidated...
To provide an overview of qualitative methods, particularly for reviewers and authors who may be less familiar with research.A question answer format is used to address considerations writing evaluating research.When producing research, individuals are encouraged the research raised explicitly identify systematic strategies ensure rigor in study design analysis, presentation findings. Increasing capacity review publication within pediatric psychology will advance field's ability gain a...
OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those an inactive game, and the effect would be greater among unsafe neighborhoods, who might not allowed to play outside. METHODS: Participants were 9 12 years of age, with BMI >50th percentile, but <99th percentile; none these medical condition that preclude or playing games. A randomized clinical trial assigned 2 games,...
Many investigators are considering developing videogames for health (video-G4Hs) but have questions about how to get started. This report provides guidance a G4H as behavioral intervention procedure from team of experienced developers. Thirteen commonly asked answered, including defining G4H, considerations in team, design, and anticipating unintended consequences.
There is a lack of understanding young men's perspectives in obesity-related research. This study aims to: (1) identify perceived motivators and barriers adopting healthy eating physical activity behaviours, (2) explore any differences responses by weight status categories.
The physical environments in which adolescents reside and their access to food stores may influence consumption of fruit vegetables. This association could either be direct or mediated via psychosocial variables home availability A greater understanding these associations would aide the design new interventions. purpose this study was examine between distance restaurants vegetable possible mediating role availability. Fruit 204 Boy Scouts assessed by a frequency questionnaire 2003....
Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among first studies analyze story immersion's role videogames children by addressing two main questions: Will be more immersed when characters are similar them? Do increased levels relate positive outcomes?Eighty-seven 10-12-year-old African-American, Caucasian, and Hispanic from Houston, TX, played videogame, "Escape Diab" (Archimage, TX), featuring...
Child fruit and vegetable intake is below recommended levels, increasing risk for chronic disease. Interventions to influence among youth have had mixed effects. Innovative, theory-driven interventions are needed. Goal setting, enhanced by implementation intentions (i.e., plans tightly connected a behavioral goal), may offer solution. Action state "how" goal will be achieved, while coping identify potential barrier corresponding The research reported here evaluated the short- long-term...
To explore perspectives on barriers of eating healthy among food pantry clients.
Children gain weight at an accelerated rate during summer, contributing to increases in the prevalence of overweight and obesity elementary-school children (i.e., approximately 5 11 years old US). Int J Behav Nutr Phys Act 14:100, 2017 explained these changes with "Structured Days Hypothesis" suggesting that environmental structure between school year summer months result behavioral ultimately lead gain. The present article explores alternative explanation, circadian clock, including effects...