Debbe Thompson

Dr. Debbe Thompson

orcid

Research Focus & Metrics

Academic Career Length

41Years (1986-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 January 2008 in American Journal of Preventive Medicine
Verified
Journal Article
Closed access
TBTom Baranowski
Tom Baranowski
RBRichard Buday
Richard Buday
Debbe ThompsonDebbe Thompson
Debbe Thompson
JBJanice Baranowski
Janice Baranowski

1 October 2003 in Obesity Research
Verified
Journal Article
Closed access
PDF file
TBTom Baranowski
Tom Baranowski
KCKaren W. Cullen
Karen W. Cullen
TNTheresa Nicklas
Theresa Nicklas
Debbe ThompsonDebbe Thompson
Debbe Thompson
JBJanice Baranowski
Janice Baranowski

1 December 2014 in Preventive Medicine
Verified
Journal Article
Closed access
ADAnn DeSmet  
Ann DeSmet  
DRDimitri Van Ryckeghem
Dimitri Van Ryckeghem
SCSofie Compernolle
Sofie Compernolle
TBTom Baranowski
Tom Baranowski
Debbe ThompsonDebbe Thompson
Debbe Thompson
IBIlse De Bourdeaudhuij
Ilse De Bourdeaudhuij

26 April 2005 in International Journal of Obesity
Verified
Journal Article
Open access
PDF file
RJRuss Jago
Russ Jago
TBTom Baranowski
Tom Baranowski
JBJ C Baranowski
J C Baranowski
Debbe ThompsonDebbe Thompson
Debbe Thompson
KGK A Greaves
K A Greaves
OBJECTIVE: To investigate whether, diet, physical activity, sedentary behavior or television (TV) viewing predicted body mass index (BMI) among 3–7-y-old children. DESIGN: A triethnic cohort of 3–4-y-old children was followed for 3 y from 1986 to 1989. MEASUREMENTS: BMI was assessed at the beginning and end of each measurement year. Heart rate monitoring and observation were used to assess physical activity. Diet (calories, % calories from fat and carbohydrate), sedentary behavior and TV viewing were assessed by direct observation in each year. A repeated measures regression analysis with year as a factor and BMI at the end of each year as dependent variables was run. Nonsignificant variables were removed in a stepwise backward deletion process and significant interactions graphed. RESULTS: The interactions between minutes of TV viewing per hour and study year and minutes of physical activity per hour and study year were significant (P<0.05). There were also significant main effects for TV viewing, physical activity and BMI from the beginning of the study. The model accounted for 65% of the variance in BMI across the three study years. Plotting the significant interactions demonstrated that physical activity was positively associated with BMI in year 1, and negatively associated in years 2 and 3 with a stronger negative relationship in year 3 than 2. TV viewing became positively associated with BMI during the third study year. CONCLUSION: Physical activity and TV viewing were the only significant predictors (other than baseline BMI) of BMI among a triethnic cohort of 3–4-y-old children followed for 3 y with both physical activity (negatively associated) and TV viewing (positively associated) becoming stronger predictors as the children aged. It appears that 6 or 7 y is a critical age when TV viewing and physical activity may affect BMI. Therefore, focusing on reducing time spent watching television and increasing time spent in physical activity may be successful means of preventing obesity among this age group.

24 December 2008 in Simulation & Gaming
Verified
Journal Article
Closed access
PDF file
Debbe ThompsonDebbe Thompson
Debbe Thompson
TBTom Baranowski
Tom Baranowski
RBRichard Buday
Richard Buday
JBJanice Baranowski
Janice Baranowski
VTVictoria Thompson
Victoria Thompson
MGMelissa Juliano Griffith
Melissa Juliano Griffith
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change.

11 August 2015 in Games for Health Journal
Verified
Journal Article
Closed access
TBTom Baranowski
Tom Baranowski
FBFran Blumberg
Fran Blumberg
RBRichard Buday
Richard Buday
ADAnn DeSmet  
Ann DeSmet  
LFLynn E. Fiellin
Lynn E. Fiellin
KYKimberly Young
Kimberly Young
Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population's diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H.