User Statistics for an Online Health Game Targeted at Children Journal Articles uri icon

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  • OBJECTIVE: Given that many households in western countries nowadays have home access to the Internet, developing health-promoting online interventions has the potential to reach large audiences. Studies assessing usage data of online health interventions are important and relevant but, as of yet, scarce. The present study reviewed usage data from Monkey Do, an existing online health game developed specifically for children from 4 to 8 years old. In addition, the effect of advertising on usage was examined. MATERIALS AND METHODS: In an observational study, a web-based analysis program was used to examine usage data of all visits to the online health game for the first 31 months following the launch. We reported descriptives for usage data. We analyzed the relationship between advertising and usage with a Mann-Whitney U test, and used a Pearson's chi-square test to investigate the association between advertising and the number of first-time visitors. RESULTS: In the period of data analysis, there were 224,859 sessions. Around 34% of the visitors played the game more than once. Compared with first-time visitors, the average session time of returning visitors was doubled. The game was most frequently accessed via search engine query, on a desktop computer (compared to mobile devices). Advertising was found to be positively related to the number of sessions and the number of first-time visitors. CONCLUSIONS: Placing a game online can reach a large audience, but it is important to also consider how to stimulate retention. Furthermore, repeated advertisement for an online game appears to be necessary to maintain visitors over time.


  • Alblas, Eva E
  • Folkvord, Frans
  • Anschütz, Doeschka J
  • Ketelaar, Paul E
  • Granic, Isabela
  • Mensink, Fréderike
  • Buijzen, Moniek
  • van ‘t Riet, Jonathan P

publication date

  • October 2017