"What's Important to You, Max?": The Influence of Goals on Engagement in an Interactive Narrative for Adolescent Health Behavior Change
暂无分享,去创建一个
Jonathan P. Rowe | Bradford W. Mott | Bradford Mott | Jonathan Rowe | Marianne Pugatch | Megan Mott | Elizabeth Ozer | Alison Giovanelli | Mark Berna | Kathleen Tebb | Carlos Penilla | James Lester | E. Ozer | K. Tebb | Mark Berna | C. Penilla | A. Giovanelli | M. Pugatch | James Lester | Mary Mott
[1] Marc Cavazza,et al. Introduction to Interactive Storytelling , 2016 .
[2] Albert Bandura,et al. Social Cognitive Theory for Personal and Social Change by Enabling Media , 2003 .
[3] Jonathan P. Rowe,et al. Fostering Engagement in Health Behavior Change: Iterative Development of an Interactive Narrative Environment to Enhance Adolescent Preventive Health Services , 2020, The Journal of adolescent health : official publication of the Society for Adolescent Medicine.
[4] Eric N. Wiebe,et al. Measuring engagement in video game-based environments: Investigation of the User Engagement Scale , 2014, Comput. Hum. Behav..
[5] Charlene A. Wong,et al. Research on Clinical Preventive Services for Adolescents and Young Adults: Where Are We and Where Do We Need to Go? , 2016, The Journal of adolescent health : official publication of the Society for Adolescent Medicine.
[6] A. Bandura,et al. Mechanisms governing empowerment effects: a self-efficacy analysis. , 1990, Journal of personality and social psychology.
[7] Nicolas Szilas,et al. A Multidimensional Classification of Choice Presentation in Interactive Narrative , 2018, ICIDS.
[8] S. Cole,et al. Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. , 2007, The Journal of adolescent health : official publication of the Society for Adolescent Medicine.
[9] E. Ozer,et al. Adolescents and Young Adult Health , 2009 .
[10] T. Brock,et al. Journal of Personality and Social Psychology the Role of Transportation in the Persuasiveness of Public Narratives Text Quality Individual Differences and Situational Influences Transportation Scale Items Gender Differences Discriminant Validation: Need for Cognition Effect of Text Manipulation Beli , 2022 .
[11] Malcolm Campbell,et al. Apps and Adolescents: A Systematic Review of Adolescents’ Use of Mobile Phone and Tablet Apps That Support Personal Management of Their Chronic or Long-Term Physical Conditions , 2015, Journal of medical Internet research.
[12] Luis Emilio Bruni,et al. Digital Interactive Narrative Tools for Facilitating Communication with Children during Counseling: A Case for Audiology , 2012, ICIDS.
[13] Deborah I Thompson,et al. Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game , 2010, Simulation & gaming.
[14] Yao Wang,et al. A robust and scalable clustering algorithm for mixed type attributes in large database environment , 2001, KDD '01.
[15] Jonathan P. Rowe,et al. Artificial Intelligence for Personalized Preventive Adolescent Healthcare. , 2020, The Journal of adolescent health : official publication of the Society for Adolescent Medicine.
[16] Noam Morningstar-Kywi,et al. Using Interactive Fiction to Teach Clinical Decision-Making in a PharmD Curriculum , 2021, Medical Science Educator.
[17] Sarah Moser,et al. Entertainment-education and social change: History, research, and practice , 2004, Z. für Medienpsychologie.
[18] Arnav Jhala,et al. Crafting Interactive Narrative Games with Adversarial Planning Agents from Simulations , 2020, ICIDS.
[19] Mark O. Riedl,et al. Bringing Stories Alive: Generating Interactive Fiction Worlds , 2020, AIIDE.
[20] Matthias Rauterberg,et al. Handbook of Digital Games and Entertainment Technologies , 2016 .
[21] Vicente Nacher,et al. A systematic review of game technologies for pediatric patients , 2018, Comput. Biol. Medicine.
[22] N. Newton,et al. A systematic review of computerised serious educational games about alcohol and other drugs for adolescents. , 2014, Drug and alcohol review.
[23] Mads Haahr,et al. The Case for Invisibility: Understanding and Improving Agency in Black Mirror's Bandersnatch and Other Interactive Digital Narrative Works , 2020, ICIDS.
[24] Grant P. Christman,et al. Using Interactive Fiction to Teach Pediatricians-in-Training About Child Abuse , 2017, ICIDS.
[25] Stephen G. Ware,et al. Multiagent Narrative Experience Management as Story Graph Pruning , 2019, IEEE Transactions on Games.
[26] T. Bickmore,et al. An Interactive Narrative System for Narrative-Based Games for Health , 2014 .
[27] T. Bickmore,et al. Promotion of Preconception Care Among Adolescents and Young Adults by Conversational Agent. , 2020, The Journal of adolescent health : official publication of the Society for Adolescent Medicine.
[28] Ian H. Witten,et al. The WEKA data mining software: an update , 2009, SKDD.
[29] R. Engels,et al. The benefits of playing video games. , 2014, The American psychologist.
[30] K. Ethier,et al. Youth Risk Behavior Surveillance — United States, 2017 , 2018, Morbidity and mortality weekly report. Surveillance summaries.
[31] Alice Bowman. Creating a Virtual Support Group in an Interactive Narrative: A Companionship Game for Cancer Patients , 2018, ICIDS.
[32] Noah Wardrip-Fruin,et al. Throwing Bottles at God: Predictive Text as a Game Mechanic in an AI-Based Narrative Game , 2018, ICIDS.
[33] Arnav Jhala,et al. Towards a theory of choice poetics , 2014, FDG.
[34] A. Bandura. Self-efficacy mechanism in human agency , 2024, Psihologìâ ì suspìlʹstvo.