| Literature DB >> 26287925 |
Daniela Marchetti1, Federica Fraticelli2, Francesco Polcini3, Roberto Lato3, Basilio Pintaudi4, Antonio Nicolucci4, Mario Fulcheri1, Angelika Mohn2,5, Francesco Chiarelli2,5, Giacoma Di Vieste5, Ester Vitacolonna2,5.
Abstract
OBJECTIVE: The goal of this study was to design, develop, and evaluate a game for health, "Gustavo in Gnam's Planet" ("Gustavo"), aimed to improve knowledge on healthy foods and to increase consumption of healthy foods. SUBJECTS AND METHODS: Eighty-three high school students were enrolled in the study. The game was designed and developed by a multidisciplinary team. Behavioral change theories were adopted to guide the design of the health messages. Participants were assessed about food frequency, healthy food knowledge, and the game's interest.Entities:
Mesh:
Year: 2015 PMID: 26287925 PMCID: PMC4545704 DOI: 10.1089/g4h.2014.0107
Source DB: PubMed Journal: Games Health J ISSN: 2161-783X
Characteristics of “Gustavo in Gnam's Planet”
| Health topic(s) | Diabesity prevention |
| Targeted age groups | 14–18 years old |
| Other targeted group characteristics | Italian speaking language |
| Short description of game idea | To learn Mediterranean diet and behavioral moderation by playing |
| Target player(s) | Individual |
| Guiding knowledge or behavior change theory(ies), models, or conceptual framework(s) | Transtheoretical Model of Change, Social Cognitive Theory, Self-Determination Theory, Elaboration Likelihood Model |
| Intended health behavior changes | Improvement of consumption of healthy foods and reduction of junk/unhealthy foods |
| Knowledge element(s) to be learned | Mediterranean diet |
| Behavior change procedure(s) (taken from the Michie inventory) or therapeutic procedure(s) used | Goal |
| Clinical or parental support needed? | No |
| Data shared with parent or clinician | Yes, data are shared with parents and teachers. |
| Type of game | Endless running, educational |
| Story | |
| Synopsis (including story arc) | Gustavo is the game's young hero, a cheerful kid who lives an incredible adventure with his faithful cat LOL. Gustavo and LOL are inseparable friends, sharing a big love for runs in the open air, jumps, and a healthy lifestyle. One night, LOL wakes Gustavo up because he is hungry. Still half asleep, Gustavo takes the cat to the kitchen to get a glass of milk from the fridge. But, because of a manufacturing fault, the fridge transforms itself into an interdimensional portal, through which Gustavo is transported faraway to the planet GNAM, an unknown world…with plenty of food! Only LOL knows the secret of planet GNAM: The only way for Gustavo to go back home is to adopt a healthy lifestyle. Nothing is easier for Gustavo, who loves running, jumping, and eating healthy food! Will he be able to get back home safe, sound, and on time for breakfast? Only you can help him! |
| How the story relates to targeted behavior change | While playing the game, subjects acquire specific information, and the bonus/penalty mechanism in the three levels acts as a stimulus to transform the choices they make in the game into practical deeds in their real life (i.e., choosing healthy food and avoiding junk food). |
| Game components | |
| Player's game goal/objective(s) | To reach the end level with the highest score while helping Gustavo to maintain a healthy lifestyle |
| Rules | To finish the game the subject has to successfully complete three levels. To complete each level a player can make up to three penalties and has to dodge obstacles. Penalties are given when the game's protagonist eats unhealthy foods, which are shown before starting to play and are also highlighted while playing.Obstacles concern the game's physics and setting's morphology (e.g., do not fall down into cliffs, do not bump into rock walls, and so on). The score is always the same: 100 points for each bonus food eaten. The gained score is shown at the end of each level, and the total score is shown at the end of the third and final level. |
| Game mechanic(s) | The game uses “endless running” mechanics: The protagonist runs at a fixed speed. The user's only possible interaction is the jump. The jump, which is performed by pressing the space bar, allows Gustavo to eat or avoid foods, dodge obstacles, and choose a path. |
| Procedures to generalize or transfer what's learned in the game to outside the game | Some foods allow Gustavo to maintain a healthy lifestyle and earn scores, whereas an excessive consumption of unhealthy foods leads to starting the level once again. |
| Virtual environment | |
| Setting (describe) | There are no user-customizable settings. The game's physics are fixed and set up during the development stage. |
| Avatar | |
| Characteristics | Only one avatar is available: Gustavo. It represents a child created by using a mixed two-dimensional illustration technique. |
| Abilities | Apart from his ability to jump up to five times his height, the avatar has no other abilities or powers. |
| Game platform(s) needed to play the game | The game has been developed for the PC platform only. To play, users need a computer (with Windows, Macintosh, or Linux operating system) connected to the Internet. In addition, it is necessary to install a browser and the free “Unity” plug-in. |
| Sensors used | No sensors used |
| Estimated play time | It depends on the player's expertise: A beginner player might take at least 2 hours to finish the game, whereas an expert player can finish it in 30 minutes. |

Screenshots of “Gustave in Gnam's Planet.” (a) Splash screen with the textual and visual instructions to overcome the level. The penalties of the first level are displayed. (b) The first level. (c) The second level. (d) The beginning of the third level. (e) End level splash screen. A positive feedback and the invitation to continue playing the game are displayed. (f) End game splash screen with the reward message: “Congratulations! Gustavo successfully came back home with your help.. just in time for a healthy breakfast.” (Color images available online at www.liebertonline.com/g4h)
Results of Pretest and Posttest of Healthy Food Knowledge
| P[ | |||
|---|---|---|---|
| Pretest | 70.0±9.2 | 0.81 | 0.02 |
| Posttest | 71.3±10.0 | 0.84 |
Data were collected in April 2013 in Pescara, Italy
A P value<0.05 was considered for statistical significance.
SD, standard deviation.
Comparison of Food Frequency Consumption Before and After Playing the Game
| P[ | |||
|---|---|---|---|
| Pasta, rice, other cereals | 3 (2–4) | 4 (2–4) | 0.16 |
| Bread | 3 (2–4) | 3 (2–4) | 0.46 |
| Potato | 1 (1–1) | 1 (1–1) | 0.97 |
| Milk, yogurt | 4 (1–4) | 3 (1–4) | 0.65 |
| Croissant, brioches | 0 (0–1) | 1 (0–1) | 0.38 |
| Sugar-containing packaged snacks | 1 (0–1) | 0 (0–1) | 0.009[ |
| Homemade cake | 1 (0–2) | 1 (0–2) | 0.29 |
| Biscuit | 1 (1–3) | 1 (1–3) | 0.57 |
| Spreadable cream | 0 (0–1) | 0 (0–1) | 0.49 |
| Breakfast cereals | 1 (0–3) | 1 (0–3) | 0.95 |
| Crackers, salty snack | 0 (0–2) | 1 (0–2) | 0.30 |
| Chips | 0 (0–1) | 0 (0–1) | 0.13 |
| Pizza | 1 (1–1) | 1 (1–2) | 0.53 |
| Hamburger, hot dog | 0 (0–1) | 0 (0–1) | 0.21 |
| Sandwich, toast | 1 (1–2) | 1 (0–2) | 0.33 |
| Red meat | 2 (1–2) | 2 (1–2) | 0.07 |
| White meat | 1 (1–2) | 2 (1–2) | 0.01[ |
| Fish | 1 (0–1) | 1 (0–2) | 0.05 |
| Fresh cheese | 1 (0–1) | 1 (1–2) | 0.17 |
| Cheese | 1 (0–2) | 1 (0–2) | 0.12 |
| Eggs | 1 (1–1) | 1 (1–2) | 0.01[ |
| Cold cuts | 2 (1–2) | 2 (1–2) | 0.79 |
| Legumes | 1 (0–1) | 1 (1–2) | 0.03[ |
| Vegetables | 2 (1–3) | 2 (1–3) | 0.31 |
| Fresh fruit | 3 (2–4) | 3 (2–4) | 0.09 |
| Dried fruit | 0 (0–0) | 0 (0–1) | 0.13 |
| Fruit juice | 1 (0–3) | 1 (0–2) | 0.15 |
| Soft drink | 0 (0–2) | 1 (0–1) | 0.81 |
| Slice of cake, dessert | 1 (0–2) | 1 (0–2) | 0.62 |
| Extra virgin olive oil | 3 (2–4) | 3 (2–4) | 0.14 |
| Sauces (mayonnaise, ketchup) | 0 (0–1) | 0 (0–1) | 0.41 |
| Butter, margarine, heavy cream | 0 (0–1) | 0 (0–1) | 0.59 |
| Precooked food | 0 (0–0) | 0 (0–0) | 0.41 |
Data were collected in April 2013 in Pescara, Italy. Data are expressed as median (interquartile range) of the participants' scores. A score of 0 means none of the days of the last week, 1 means 1 or 2 days of the last week, 2 means 3 or 4 days of the last week, 3 means 5 or 6 days of the last week, and 4 means every day of the last week.
A P value<0.05 was considered for statistical significance. Comparisons were calculated by using the Wilcoxon signed-rank sum test.
Indicates statistical significance.