Skip to main content

Edutainment in Sport and Health

  • Reference work entry
  • First Online:
Handbook of Digital Games and Entertainment Technologies

Abstract

Edutainment technologies offer new and fascinating options in sport and health. In this chapter, the impact of edutainment in the fields of sport and health is reviewed. Two edutainment technologies are focused on: educational TV as a more or less receptive technology and serious games as a more activating and interactive approach, i.e., digital games serving a double mission to establish a “serious” goal (like learning and training) without compromising fun and motivation.

In the field of sport edutainment, predominantly off-the-shelf games are used for improving skills, abilities, and knowledge. Educational TV plays a minor role. Research shows evidence that games can improve sport-related skills, abilities, and knowledge on a low and elementary level. Currently, no evidence is available that sport edutainment can improve high- or top-level outcomes.

In the field of health, educational TV and serious games are both used. Existing evidence confirms weak to strong effects on health-related knowledge, attitude, and behavior.

In general, the review shows the great potential of TV and serious games in the fields of sport and health. On the other hand, there are still numerous open questions concerning sustainability of the results, appropriate settings, personalization, individualization, and social context. Future system developments and interventions should be more based on sound theory. Furthermore, the quality of research methods and designs needs to be improved favoring randomized controlled trials. Future directions like integration of social media and cross-platform edutainment are discussed.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 699.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 949.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Recommended Reading

  • A.B. Adcock, G.S. Watson, G.R. Morrison, L.A. Belfore, Effective knowledge development in game-based learning environments: considering research in cognitive processes and simulation design, in Gaming and Simulations: Concepts, Methodologies, Tools, and Applications, ed. by Information Resources Management Association, vol. 3 (IGI Global, Hershey, PA, 2011), pp. 409–423

    Chapter  Google Scholar 

  • M. Addis, New technologies and cultural consumption – edutainment is born! Eur. J. Mark. 39(7/8), 729–736 (2005)

    Article  Google Scholar 

  • N. Aksakal, Theoretical view to the approach of the edutainment. Proc. Soc. Behav. Sci. 186, 1232–1239 (2015)

    Article  Google Scholar 

  • S. Allender, G. Cowburn, C. Foster, Understanding participation in sport and physical activity among children and adults: a review of qualitative studies. Health Educ. Res. 6, 826–835 (2006)

    Article  Google Scholar 

  • American College of Sports Medicine [ACSM], Quantity and quality of exercise for developing and maintaining cardiorespiratory, musculoskeletal, and neuromotor fitness in apparently healthy adults: guidance for prescribing exercise. Med. Sci. Sports Exerc. 43(7), 1334–1359 (2011)

    Article  Google Scholar 

  • O.V. Anikina, E.V. Yakimenko, Edutainment as a modern technology of education. Proc. Soc. Behav. Sci. 166, 475–479 (2015)

    Article  Google Scholar 

  • T. Baranowski, R. Buday, D.I. Thompson, J. Baranowski, Playing for real video games and stories for health-related behavior change. Am. J. Prev. Med. 34, 74–82 (2008)

    Article  Google Scholar 

  • T. Baranowski, D. Thompson, R. Buday, A.S. Lu, J. Baranowski, Design of video games for children’s diet and physical activity behaviour change. Int. J. Comput. Sci. Sport 9, 3–17 (2010)

    Google Scholar 

  • D. Bavelier, D.M. Levi, R.W. Li, Y. Dan, D.K. Hensch, Removing brakes on adult brain plasticity: from molecular to behavioral interventions. J. Neurosci. 30, 14964–14971 (2010)

    Article  Google Scholar 

  • F. Bellotti, R. Berta, A. De Gloria, A. Ozolina, Investigating the added value of interactivity and serious gaming for educational TV. Comput. Educ. 57, 1137–1148 (2011)

    Article  Google Scholar 

  • R.D. Benford, The college sports reform movement: reframing the “edutainment” industry. Sociol. Q. 48, 1–28 (2007)

    Article  Google Scholar 

  • J.R. Best, Exergaming in youth. Zeitschrift für Psychologie 221, 72–78 (2013)

    Article  Google Scholar 

  • E. Biddiss, J. Irwin, Active video games to promote physical activity in children and youth: a systematic review. Arch. Pediatr. Adolesc. Med. 164, 664–672 (2010)

    Article  Google Scholar 

  • M. Bond, R. Beale, What makes a good game? Using reviews to inform design, in Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology, (British Computer Society, Swinton, 2009), pp. 418–422

    Google Scholar 

  • L. Bosshart, I. Macconi, Media entertainment. Commun Res. Trend. 18(3), 3–6 (1998)

    Google Scholar 

  • J. Bryant, P. Vorderer (eds.), Psychology of Entertainment (Routledge, New York, London, 2013)

    Google Scholar 

  • J. Burzyńska, M. Binkowska-Bury, P. Januszewicz, Television as a source of information on health and illness–review of benefits and problems. Progr. Health Sci. 6, 174–184 (2015)

    Google Scholar 

  • V. Carson, N. Kuzik, S. Hunter, S.A. Wiebe, J.C. Spence, A. Friedman, M.S. Tremblay, L.G. Slater, T. Hinkley, Systematic review of sedentary behavior and cognitive development in early childhood. Prev. Med. 78, 115–122 (2015)

    Article  Google Scholar 

  • D. Charsky, From edutainment to serious games: a change in the use of game characteristics. Games Cult. 5(2), 177–198 (2010)

    Article  Google Scholar 

  • C. Clar, M. Dyakova, K. Curtis, C. Dawson, P. Donnelly, L. Knifton, A. Clarke, Just telling and selling: current limitations in the use of digital media in public health: a scoping review. Public Health 128, 1066–1075 (2014)

    Article  Google Scholar 

  • S.W. Cole, D.J. Yoo, B. Knutson, Interactivity and reward-related neural activation during a serious videogame [Online]. PLoS One 7(3), e33909 (2012). http://journals.plos.org/plosone/article?id=10.1371/journal.pone.003390 (19 Mar 2012)

    Article  Google Scholar 

  • J.E. Deutsch, P. Guarrera-Bowlby, M.J. Myslinski, M. Kafri, Is there evidence that active videogames increase energy expenditure and exercise intensity for people poststroke and with cerebral palsy? Games Health J. 4, 31–36 (2015)

    Article  Google Scholar 

  • Deutscher Olympischer Sportbund [DOSB]. Bestandserhebung 2014 [Online]. http://www.dosb.de/fileadmin/sharepoint/Materialien%20%7B82A97D74-2687-4A29-9C16-4232BAC7DC73%7D/Bestandserhebung_2014.pdf

  • R. Dixon, R. Maddison, C. Ni Mhurchu, A. Jull, P. Meagher-Lundberg, D. Widdowson, Parents’ and children’s perceptions of active video games: a focus group study. J. Child Health Care 14, 189–199 (2010)

    Article  Google Scholar 

  • M.J. Dondlinger, Educational video game design: a review of the literature. J. Appl. Educ. Technol. 4, 21–31 (2007)

    Google Scholar 

  • J. Dunlosky, K.A. Rawson, E.J. Marsh, M.J. Nathan, D.T. Willingham, Improving students‘ learning with effective learning techniques: promising directions from cognitive and educational psychology. Psychol. Sci. Public Int. 14(1), 4–58 (2013)

    Article  Google Scholar 

  • Entertainment Software Association [ESA]. Essential facts about the computer and video game industry [Online] (2015). http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf

  • K. Erenli, The impact of gamification: a recommendation of scenarios for education, in Interactive Collaborative Learning (ICL) (IEEE, New York, 2012), pp. 1–8

    Google Scholar 

  • Y.A. Fery, S. Ponserre, Enhancing the control of force in putting by video game training. Ergonomics 44, 1025–1037 (2001)

    Article  Google Scholar 

  • S.M. Fisch, Cross‐platform learning: on the nature of children's learning from multiple media platforms. New Dir. Child Adolesc. Dev. 139, 59–70 (2013)

    Article  Google Scholar 

  • S.M. Fisch, Children's Learning from Educational Television: Sesame Street and Beyond (Routledge, New York and London, 2014)

    Google Scholar 

  • L.B. Frank, S.T. Murphy, J.S. Chatterjee, M.B. Moran, L. Baezconde-Garbanati, Telling stories, saving lives: creating narrative health messages. Health Commun. 30(2), 154–163 (2015)

    Article  Google Scholar 

  • S. Göbel, J. Wiemeyer (eds.), Games for Training, Education, Health, and Sports. Springer LNCS 8395 (Springer, Cham, Heidelberg, New York, Dordrecht, London, 2014)

    Google Scholar 

  • S. Göbel, W. Müller, B. Urban, J. Wiemeyer (eds.), E-Learning and Games for Training, Education, Health and Sports (Springer, Berlin, Heidelberg, 2012)

    Google Scholar 

  • S. Göbel, M. Ma, J. Baalsrud Hauge, M. Fradinho Oliveira, J. Wiemeyer, V. Wendel (eds.), Serious Games (Springer, Cham, Heidelberg, New York, Dordrecht, London, 2015)

    Google Scholar 

  • G. Guyatt, A.D. Oxman, E.A. Akl, R. Kunz, G. Vist, J. Brozek, S. Norris, Y. Falck-Ytter, P. Glasziou, H. DeBeer, R. Jaeschke, D. Rind, J. Meerpohl, P. Dahm, H.J. Schünemann, GRADE guidelines: 1 Introduction—GRADE evidence profiles and summary of findings tables. J. Clin. Epidemiol. 64, 383–394 (2011)

    Article  Google Scholar 

  • S. Hardy, T. Dutz, J. Wiemeyer, S. Göbel, R. Steinmetz, Framework for personalized and adaptive game-based training programs in health sport. Multmed. Tools Appl. 74, 5289–5311 (2015)

    Article  Google Scholar 

  • J. Hattie, Visible Learning: A Synthesis of Over 800 Meta-Analyses Relating to Achievement (Routledge, New York and London, 2013)

    Google Scholar 

  • R.T. Hays, The Effectiveness of Instructional Games: A Literature Review and Discussion. Naval Air Warfare Center Training System Division (No. 2005–004) (Naval Air Warfare Center, Training Systems Division, Orlando, FL, 2005)

    Google Scholar 

  • A. Hebbel-Seeger, Videospiel und sportpraxis - (k)ein Widerspruch. Zeitschrift für e-learning 3, 9–20 (2008)

    Google Scholar 

  • K. Hoffmann, S. Hardy, J. Wiemeyer, S. Göbel, Personalized adaptive control of training load in exergames from a sport-scientific perspective: an algorithm for individualized training. Games for Health Journal 4(6), 470–479 (2015)

    Article  Google Scholar 

  • P. Howard-Jones, M. Ott, T. van Leeuwen, B. de Smedt. Neuroscience and technology enhanced learning [Online] (2010). http://www.futurelab.org.uk/projects/games-in-education

  • I. Iacovides, Digital Games: Motivation, Engagement and Informal Learning (Ph.D. thesis). The Open University, Milton Keynes, UK (2012)

    Google Scholar 

  • International Olympic Committee [IOC]. Olympic Marketing Fact File [Online]. (IOC, Lausanne, 2012). http://www.olympic.org/Documents/IOC_Marketing/OLYMPIC-MARKETING-FACT-FILE-2012.pdf

  • L. Jarvin, Edutainment, games, and the future of education in a digital world. New Dir. Child Adolesc. Dev. 147, 33–40 (2015)

    Article  Google Scholar 

  • P.M. Kato, S.W. Cole, A.S. Bradlyn, B.H. Pollock, A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. Pediatrics 122, e305–e317 (2008). doi:10.1542/peds.2007-3134

    Article  Google Scholar 

  • M. Kebritchi, A. Hirumi, Examining the pedagogical foundations of modern educational computer games. Comput. Educ. 51, 1729–1743 (2008)

    Article  Google Scholar 

  • S.Y. Kim, H.J. So, S. Kwon, S. Oh, K. Park, M. Ko, J. Yoo, G. Oh, Towards designing a mobile social learning application with meaningful gamification strategies, in Advanced Learning Technologies (ICALT), 2015 I.E. 15th International Conference on. (IEEE, New York, 2015), pp. 170–174

    Google Scholar 

  • A. Kliem, J. Wiemeyer, Gleichgewichtstraining mit serious games. Neurol. Rehab. 20, 195–206 (2014)

    Google Scholar 

  • A. Kliem, V. Wendel, C. Winter, J. Wiemeyer, S. Göbel, Virtual sports teacher – a serious game in higher education. Int. J. Comput. Sci. Sport 10, 100–110 (2012)

    Google Scholar 

  • M. Knaus, Persuasive technologies and applications in health and fitness. Pers. Technol. Appl. 3(2), 5–10 (2015)

    Google Scholar 

  • L.E. Nacke. Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment (Ph.D. thesis). Blekinge Institute of Technology, Doctoral Dissertation Series No. 2009:04, 2009

    Google Scholar 

  • A. Lager, S. Bremberg, Health effects of video and computer game playing. A systematic review [Online] (2005). (Swedish National Institute of Public Health, Stockholm). http://www.researchgate.net/profile/Anton_Lager/publication/233903988_Health_effects_of_video_and_computer_game_playing_A_systematic_review/links/02bfe50cb22f22f3eb000000.pdf?inViewer=true&disableCoverPage=true&origin=publication_detail

  • T.A. Lali, A.A. Gill, N.U. Hassan, M.S. Juni, An empirical review of television as potentially beneficial medium for children; exploring some realities. J. Stud. Manage. Plan. 1(3), 98–124 (2015)

    Google Scholar 

  • A.G. LeBlanc, J.P. Chaput, A. McFarlane, R.C. Colley, D. Thivel, S.J. Biddle, R. Maddison, S.T. Leatherdale, M.S. Tremblay, Active video games and health indicators in children and youth: a systematic review. PLoS One 8, e65351 (2013). doi:10.1371/journal.pone.0065351

    Article  Google Scholar 

  • D.A. Lieberman, Management of chronic pediatric diseases with interactive health games: theory and research findings. J. Ambul. Care Manage. 24, 26–38 (2001)

    Article  Google Scholar 

  • K.R. Lohse, C.G. Hilderman, K.L. Cheung, S. Tatla, H.M. van der Loos, Virtual reality therapy for adults post-stroke: a systematic review and meta-analysis exploring virtual environments and commercial games in therapy. PLoS One 9, e93318 (2014). doi:10.1371/journal.pone.0093318

    Article  Google Scholar 

  • J.R. López-Arcos, N. Padilla-Zea, P. Paderewski, F.L. Gutiérrez, A. Abad-Arranz. Designing stories for educational video games: a player-centered approach, in Proceedings of the 2014 Workshop on Interaction Design in Educational Environments, (ACM, New York, 2014), pp. 33–40

    Google Scholar 

  • A. Marchand, T. Hennig-Thurau, Value creation in the video game industry: industry economics, consumer benefits, and research opportunities. J. Int. Mark. 27, 141–157 (2013)

    Article  Google Scholar 

  • A.M. Marker, A.E. Staiano, Better together: outcomes of cooperation versus competition in social exergaming. Games Health J. 4, 25–30 (2015)

    Article  Google Scholar 

  • J. Meyer, J. Fortmann, M. Wasmann, W. Heuten, Making lifelogging usable: design guidelines for activity trackers, in MultiMedia Modeling, ed. by X. He, S. Luo, D. Tao, C. Xu, J. Yang, M.A. Hasan (Springer, Cham, 2015), pp. 323–334

    Google Scholar 

  • S. Michie, S. Ashford, F.F. Sniehotta, S.U. Dombrowski, A. Bishop, D.P. French, A refined taxonomy of behaviour change techniques to help people change their physical activity and healthy eating behaviours: the CALO-RE taxonomy. Psychol. Health 26, 1479–1498 (2011)

    Article  Google Scholar 

  • L. Movius, M. Cody, G. Huang, M. Berkowitz, S. Morgan. Motivating television viewers to become organ donors [Online] (2007). Cases in Public Health Communication and Marketing. http://www.casesjournal.org/volume1/peer-reviewed/cases_1_08.cfm 6 Aug 2015

  • F.F. Mueller, D. Altimira, R.A. Khot, Reflections on the design of exertion games. Games Health J. 4, 3–7 (2015)

    Article  Google Scholar 

  • D. Novak, A. Nagle, U. Keller, R. Riener, Increasing motivation in robot-aided arm rehabilitation with competitive and cooperative gameplay. J. Neuroeng. Rehabil. 11(1), 64 (2014)

    Article  Google Scholar 

  • H. Okan, Edutainment: is learning at risk? British J. Educ. Technol. 34(3), 255–264 (2003)

    Article  Google Scholar 

  • M. Papastergiou, Exploring the potential of computer and video games for health and physical education: A literature review. Comput. Educ. 53, 603–622 (2009)

    Article  Google Scholar 

  • M. Pasch, N. Bianchi-Berthouze, B. van Dijk, A. Nijholt, Movement-based sports video games: investigating motivation and gaming experience. Entertainment Comput. 1, 49–61 (2009)

    Article  Google Scholar 

  • W. Peng, J.-H. Lin, J.C. Crouse, Is playing exergames really exercising? a meta-analysis of energy expenditure in active video games. Cyberpsychol. Behav. Soc. Network. 14, 681–688 (2011)

    Article  Google Scholar 

  • W. Peng, J.C. Crouse, J.-H. Lin, Using active video games for physical activity promotion: a systematic review of the current state of research. Health Educ. Behav. 40, 171–192 (2012)

    Article  Google Scholar 

  • E. Pietrzak, S. Pullman, A. McGuire, Using virtual reality and videogames for traumatic brain injury rehabilitation: a structured literature review. Games Health Jl 3, 202–214 (2014)

    Article  Google Scholar 

  • B.A. Primack, M.V. Carroll, M. McNamara, M.L. Klem, B. King, M. Rich, C.W. Chan, S. Nayak, Role of video games in improving health-related outcomes: a systematic review. Am. J. Prev. Med. 42, 630–638 (2012)

    Article  Google Scholar 

  • R.M. Ryan, E.L. Deci, Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 55(1), 68–78 (2000)

    Article  Google Scholar 

  • R. Schwarzer, Modeling health behavior change: how to predict and modify the adoption and maintenance of health behaviors. Appl. Psychol. 57, 1–29 (2008)

    Google Scholar 

  • F. Shen, J. Han, Effectiveness of entertainment education in communicating health information: a systematic review. Asian J. Commun. 24(6), 605–616 (2014)

    Article  Google Scholar 

  • J. Sinclair, P. Hingston, M. Masek, Considerations for the design of exergames, in Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia. GRAPHITE. (ACM, New York, 2007), pp. 289–295

    Google Scholar 

  • J. Sohnsmeyer, Virtuelles Spiel und realer Sport – Über Transferpotenziale digitaler Sportspiele am Beispiel von Tischtennis (Hamburg, Czwalina, 2011)

    Google Scholar 

  • J. Sohnsmeyer, H. Gilbrich, B. Weisser, Effect of a six-week-intervention with an activity-promoting video game on isometric muscle strength in elderly subjects. Int J Comput Sci Sport 9, 75–79 (2010)

    Google Scholar 

  • M. Spitzer, Information technology in education: risks and side effects. Trend. Neurosci. Educ. 3, 81–85 (2014)

    Article  Google Scholar 

  • SportBusiness Group. Know the Fan: The Global Sports Media Consumption Report 2014 – US Overview [Online]. (2015). http://sportsvideo.org/main/files/2014/06/2014-Know-the-Fan-Study_US.pdf

  • A.E. Staiano, R. Flynn, Therapeutic uses of active videogames: a systematic review. Games Health J. 3, 351–365 (2014)

    Article  Google Scholar 

  • A.E. Staiano, A.A. Abraham, S.L. Calvert, Motivating effects of cooperative exergame play for overweight and obese adolescents. J. Diabetes Sci. Technol. 6(4), 812–819 (2012)

    Article  Google Scholar 

  • Statista, Bevölkerung in Deutschland nach Häufigkeit des Sporttreibens in der Freizeit von 2010 bis 2014 [Online]. (2015a). http://de.statista.com/statistik/daten/studie/171911/umfrage/haeufigkeit-sport-treiben-in-der-freizeit/

  • Statista, Fernsehzuschauer der Spiele der deutschen Nationalmannschaft bei der Fußball-Weltmeisterschaft 2014 in Brasilien (in Millionen) [Online]. (2015b). http://de.statista.com/statistik/daten/studie/305427/umfrage/tv-quoten-der-spiele-der-deutschen-nationalmannschaft-bei-der-wm/

  • Statista, Anzahl der TV-Zuschauer bei den Super-Bowl-Finales in den USA in den Jahren 2001 bis 2015 (in Millionen) [Online]. (2015c). http://de.statista.com/statistik/daten/studie/286519/umfrage/tv-zuschauer-beim-super-bowl-finale-in-den-usa/

  • The Henry J. Kaiser Family Foundation, How Healthy Is Prime Time? An Analysis of Health Content in Popular Prime Time Television Programs (Menlo Park, Henry J. Kaiser Family Foundation, 2008)

    Google Scholar 

  • L.L. Tremper, Narrative Exergames (MSc thesis), (Technische Universität, Darmstadt, 2015)

    Google Scholar 

  • UEFA, Wembley final proves global pulling power [online]. http://www.uefa.com/uefachampionsleague/news/newsid=1957523.html 28 May 2013

  • L. Van Leeuwen, R.J. Rene, C. Leeuwis, Televised entertainment-education to prevent adolescent alcohol use perceived realism, enjoyment, and impact. Health Educ. Behav. 40(2), 193–205 (2012)

    Article  Google Scholar 

  • N. Vernadakis, A. Gioftsidou, P. Antoniou, D. Ioannidis, M. Giannousi, The impact of Nintendo Wii to physical education students’ balance compared to the traditional approaches. Comput. Educ. 59, 196–205 (2012)

    Article  Google Scholar 

  • N. Vernadakis, M. Papastergiou, E. Zetou, P. Antoniou, The impact of an exergame-based intervention on children's fundamental motor skills. Comput. Educ. 83, 90–102 (2015)

    Article  Google Scholar 

  • P. Vorderer, It's all entertainment—sure. But what exactly is entertainment? Communication research, media psychology, and the explanation of entertainment experiences. Poetics 29(4), 247–261 (2001)

    Article  Google Scholar 

  • WHO, Constitution of the World Health Organization [Online] (WHO, Geneva, 2006)

    Google Scholar 

  • WHO, Global Recommendations on Physical Activity for Health (WHO, Genf, 2010)

    Google Scholar 

  • J. Wiemeyer, S. Hardy, Serious games and motor learning – concepts, evidence, technology, in Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare, ed. by K. Bredl, W. Bösche (IGI Global, Heshey, 2013), pp. 197–220

    Chapter  Google Scholar 

  • J. Wiemeyer, F.F. Mueller, ICT-enhanced learning and training, in Computer Science in Sport – Research and Practice, ed. by A. Baca (Routledge, London, 2015), pp. 187–213

    Google Scholar 

  • J. Wiemeyer, P. Schneider, Applying serious games to motor learning in sport. Int. J. Game-Based Learn. 2, 61–73 (2012)

    Article  Google Scholar 

  • J. Wiemeyer, Serious games in neurorehabilitation: a systematic review of recent evidence, in Proceedings of the 2014 ACM International Workshop on Serious Games (ACM, New York, 2014), pp. 33–38.

    Google Scholar 

  • J. Wiemeyer, J. Deutsch, L.A. Malone, J.L. Rowland, M.C. Swartz, J. Xiong, F.F. Zhang, Recommendations for the optimal design of exergame interventions for persons with disabilities: Challenges, best practices, and future research. Games Health J. 4, 58–62 (2015)

    Article  Google Scholar 

  • S.L. Williams, D.P. French, What are the most effective intervention techniques for changing physical activity self-efficacy and physical activity behaviour — and are they the same? Health Educ. Res. 26, 308–322 (2011)

    Article  Google Scholar 

  • G.N. Yannakakis, J. Hallam, Modeling and augmenting game entertainment through challenge and curiosity. Int. J. Artif. Intell. Tools 16, 981–999 (2007)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Josef Wiemeyer .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer Science+Business Media Singapore

About this entry

Cite this entry

Wiemeyer, J., Tremper, L.L. (2017). Edutainment in Sport and Health. In: Nakatsu, R., Rauterberg, M., Ciancarini, P. (eds) Handbook of Digital Games and Entertainment Technologies. Springer, Singapore. https://doi.org/10.1007/978-981-4560-50-4_67

Download citation

Publish with us

Policies and ethics