Publications

The following are a selection of recent publications:

Choi, W., Dyens, O., Schijven, M., Chan, T., Dev, P., Fellander-Tsai, L., Ferland, M., Kato, P. M., et al. (in press). Engagement and learning through simulation based initiatives: Recommendations of the Simnovate Pervasive Learning Domain Group. BMJ Simulation & Technology Enhanced Learning.

Bul, K., Kato, P. M., van der Oord, S., Danckaerts, M., Vreeke, L., Willems, A., van Oers, H., van den Heuvel, R., Birnie, D., van Amelsvoort, T., Franken, I., Maras, A. (2016). Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial. Journal of Medical Internet Research. doi:10.2196/jmir.5173

Baranowski, T., Fran Blumberg, F., Buday, R., DeSmet, A., Fiellin, L. E., Green, C. S., Kato, P. M., …Young, K. (2016). Games for Health for Children—Current Status and Needed Research. Games for Health Journal. February 2016, 5(1): 1-12. doi:10.1089/g4h.2015.0026.

Bul, K., Franken, I., van der Oord, S., Danckaerts, M., Kato, P. M., Vreeke, L., Willems, A., van Oers, H., van den Heuvel, R., van Slagmaat, R., Maras, A. (2015). “Development and user satisfaction of ‘Plan-It Commander,’ a serious game for children with ADHD.” Games for Health Journal, 4(6), 502-512. doi:10.1089/g4h.2015.0021

Kato, P.M. (2012). The role of the researcher in making effective serious games for health. In S. Arnab, I. Dunwell and K. Debattista (Eds.) Serious Games for Healthcare: Applications and Implications. Hershey, PA: IGI Global.

Kato, P.M. (2012). Evaluating efficacy and validating health games. Games for Health Journal, 1(1), 74-76.

Kato, P.M. (2010). Video games in health care: Closing the gap. Review of General Psychology, 14(2), 113-121.

Kato, P.M., Cole, S.W., Bradlyn, A.S., & Pollock, B. (2008). A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics, 122(2), pp.e305-e317.

Beale I.L., Kato P.M., Marin-Bowling V.M., Guthrie N., Cole S.W. (2007). Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. Journal of Adolescent Health, 41(3), 263-270.

Recent Posts

“You might be a serious games researcher if….”

I thought I’d post something fun about how to figure out if you are a serious games researcher.

Here goes…

You might be a serious games researcher if…

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  1. So you mean something else when you say your serious game has been “validated”? Confusion Part 2 Leave a reply
  2. What do you mean when you say your serious game has been validated? Experimental vs. Test Validity 1 Reply
  3. Do Brain Training Games Work? Yes, No and Maybe. 6 Replies
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  5. Putting Serious Games for Health in the Chronic Care Model 1 Reply
  6. “How do you measure self-efficacy? The answer may surprise you” 3 Replies
  7. “8 Tips for Measuring the Impact of Serious Games” 3 Replies
  8. “Re-Mission: That story has legs!” 1 Reply
  9. “Relying on experts in making serious games: It’s the good advice that you just didn’t take…” 1 Reply
  10. “Working with researchers who are legendary game designers in their own mind” 3 Replies
  11. “10 Tips for Finding a Developer to Make Your First Serious Game” 4 Replies
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