Literature DB >> 24768916

The FIT Game: preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school.

Brooke A Jones1, Gregory J Madden2, Heidi J Wengreen3.   

Abstract

OBJECTIVE: Incentive-based interventions designed to increase fruit and vegetable (FV) consumption tend to yield positive, short-term outcomes. Because consumption most often returns to baseline levels when incentives are removed, sustainable long-duration interventions may be needed to impact public health. Anticipating that low-cost interventions will be more appealing to schools, the present study explored a low-cost, game-based intervention.
METHOD: An alternating-treatments design was used to evaluate the effects of the FIT Game on objectively measured FV consumption in one elementary school (n=251) in Utah. During the Fall 2013 semester, game-based rewards were provided to heroic characters within a fictional narrative read by teachers on days when the school, as a whole, met a fruit or vegetable consumption goal in accord with the alternating-treatments design.
RESULTS: On intervention days, fruit and vegetable consumption increased by 39% and 33%, (p<0.01, p<0.05; binomial tests), respectively. Teacher surveys indicated that students enjoyed the game and grade 1-3 teachers recommended its use in other schools.
CONCLUSION: This game-based intervention provides a promising step towards developing a low-cost, effective, and sustainable FV intervention that schools can implement without outside assistance.
Copyright © 2014 Elsevier Inc. All rights reserved.

Keywords:  Elementary school; Fruit and vegetable consumption; Gamification; Incentives

Mesh:

Year:  2014        PMID: 24768916     DOI: 10.1016/j.ypmed.2014.04.015

Source DB:  PubMed          Journal:  Prev Med        ISSN: 0091-7435            Impact factor:   4.018


  14 in total

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Authors:  Oana M Blaga; Livia Vasilescu; Razvan M Chereches
Journal:  Perspect Public Health       Date:  2017-07-18

2.  Behavior change, health, and health disparities: an introduction.

Authors:  Stephen T Higgins
Journal:  Prev Med       Date:  2014-11       Impact factor: 4.018

3.  The FIT Game III: Reducing the Operating Expenses of a Game-Based Approach to Increasing Healthy Eating in Elementary Schools.

Authors:  Damon Joyner; Heidi J Wengreen; Sheryl S Aguilar; Lori Andersen Spruance; Brooke A Morrill; Gregory J Madden
Journal:  Games Health J       Date:  2017-04-04

4.  Games for Health for Children-Current Status and Needed Research.

Authors:  Tom Baranowski; Fran Blumberg; Richard Buday; Ann DeSmet; Lynn E Fiellin; C Shawn Green; Pamela M Kato; Amy Shirong Lu; Ann E Maloney; Robin Mellecker; Brooke A Morrill; Wei Peng; Ross Shegog; Monique Simons; Amanda E Staiano; Debbe Thompson; Kimberly Young
Journal:  Games Health J       Date:  2015-08-11

Review 5.  Nutrition Education and Dietary Behavior Change Games: A Scoping Review.

Authors:  Tom Baranowski; Courtney Ryan; Andrés Hoyos-Cespedes; Amy Shirong Lu
Journal:  Games Health J       Date:  2018-10-19

6.  Interventions for increasing fruit and vegetable consumption in children aged five years and under.

Authors:  Rebecca K Hodder; Kate M O'Brien; Flora Tzelepis; Rebecca J Wyse; Luke Wolfenden
Journal:  Cochrane Database Syst Rev       Date:  2020-05-25

7.  The Empowering Role of Mobile Apps in Behavior Change Interventions: The Gray Matters Randomized Controlled Trial.

Authors:  Phillip J Hartin; Chris D Nugent; Sally I McClean; Ian Cleland; JoAnn T Tschanz; Christine J Clark; Maria C Norton
Journal:  JMIR Mhealth Uhealth       Date:  2016-08-02       Impact factor: 4.773

Review 8.  Food Waste in the National School Lunch Program 1978-2015: A Systematic Review.

Authors:  Carmen Byker Shanks; Jinan Banna; Elena L Serrano
Journal:  J Acad Nutr Diet       Date:  2017-08-12       Impact factor: 4.910

9.  A Serious Game Approach to Improve Food Behavior in Families-A Pilot Study.

Authors:  Sigrid Skouw; Anja Suldrup; Annemarie Olsen
Journal:  Nutrients       Date:  2020-05-14       Impact factor: 5.717

Review 10.  Gamification for health and wellbeing: A systematic review of the literature.

Authors:  Daniel Johnson; Sebastian Deterding; Kerri-Ann Kuhn; Aleksandra Staneva; Stoyan Stoyanov; Leanne Hides
Journal:  Internet Interv       Date:  2016-11-02
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