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Research Article

An Analytical Reflection towards Understanding the Effect of Children's Behavioral Regulation (CBR) on Children's Behavioral Nutrition (CBN) Through Computer-based Edutainment Environments

Adel M Agina*

University of Twente, Human Media Interaction, Enschede, The Netherland

*Corresponding Author:
Adel M. Agina
University of Twente, Human Media Interaction
Enschede, The Netherlands
Tel: +218911555810
E-mail: ama@adelagina.net

Received Date: July 01, 2014; Accepted Date: October 13, 2014; Published Date: October 20, 2014

Citation: Agina AM (2014) An Analytical Reflection towards Understanding the Effect of Children's Behavioral Regulation (CBR) on Children's Behavioral Nutrition (CBN) Through Computer-based Edutainment Environments. J Child Adolesc Behav 2:166. doi: 10.4172/2375-4494.1000166

Copyright: © 2014 Adel M. Agina. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.

Abstract

Despite the massive body of research on the effect of media and entertainment on Children's Behavioral Regulation (CBR) and Children's Behavioral Nutrition CBN), especially through computer-based video games, the multidisciplinary research, up to date, still lacks a true understanding of the powerful effect of the communication between users, especially young children, and the content of the entertainment. Remarkably, the relation between CBR and CBN is not comprehensible yet (i.e., still ambiguous) despite many studies investigated the the CBN research came up with the fact that the research on the Innovative Intervention Programs (IIP) are still needed to overcome the limitations in previous programs, and, concluded that serious video games show promise of changing in children's behavior. In sum, the more deeply research is still needed on: (1) the optimal design of behaviorchange procedures in video games, (2) the mechanisms that account for changes obtained, and (3) the groups in which these interventions work best. Such research will permit the optimal design of serious video games for children's better healthier behaviors in the future. On the other hand, creating the IIP in terms of CBR requires many various and different criteria! Thus, the present reflection paper was conducted to, analytically, clarifying the outlines of the current running new multidisciplinary project that mainly investigates the effect of CBR on CBN through computer-based edutainment environments.

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