In ways unimaginable a generation ago, we are now using sophisticated technology for promoting and assessing health and well-being. Among the most exciting, potentially highly effective new ways to influence health outcomes and change behaviors are videogames for health (G4H). Early outcome results are promising: repeated play facilitates choice-making, risky or otherwise, without immediate personal consequences, and embeds the kind of behavior that results in positive changes to individual health. But to meet a population’s diverse health needs, multiple targeted G4H should be available in developmentally appropriate ways. In our white paper, Games for Health for Children—Current Status and Needed Research our group recommends substantial, consistent and sophisticated research to realize the benefits of the new technology. Twenty-nine percent of game players are below the age of 18, and web browsers, game consoles and smartphones make G4H repeat play easy and accessible for young people. Additional research is needed to determine game design and behavior change procedures and to identify and minimize possible adverse effects. We believe that guidelines for ideal use of G4H by children and adolescents should be developed by all stakeholders: organizational implementers, policymakers, players and their families, researchers, designers, retailers, and publishers should each have a voice to capitalize on their insights and enhance the effectiveness of game use.