Jéssica David Dias1, Aline Natalia Domingues1, Chris Mayara Tibes1, Silvia Helena Zem-Mascarenhas2, Luciana Mara Monti Fonseca3. 1. Doctoral student, Escola de Enfermagem de Ribeirão Preto, Universidade de São Paulo, PAHO/WHO Collaborating Centre for Nursing Research Development, Ribeirão Preto, SP, Brazil. 2. PhD, Associate Professor, Departamento de Enfermagem, Universidade Federal de São Carlos, São Carlos, SP, Brazil. 3. PhD, Associate Professor, Escola de Enfermagem de Ribeirão Preto, Universidade de São Paulo, PAHO/WHO Collaborating Centre for Nursing Research Development, Ribeirão Preto, SP, Brazil.
Abstract
OBJECTIVES: to identify in the literature the efficacy of serious games to improve knowledge for and/or behavioral changes among overweight or obese children. METHOD: Systematic Literature Review. The Cochrane Systematic Reviews Handbook was used. The studies were collected from the following databases: Public Medline; Web Of Science; Science Direct; Latin American and Caribbean Health Sciences Literature; and the Health Game Research and Cumulative Index to Nursing & Allied Health Literature. The descriptors were video games and obesity, while the key word was serious games. Inclusion criteria were: studies classified as Randomized Clinical Trials written in English, Spanish or Portuguese and in which children were the subjects of the study. RESULTS: 2,722 studies were identified in the initial search and six studies remained in the final sample. The papers focused on encouraging behavioral changes in players, including physical exercise and improved eating habits. The studies report that serious games are a potential strategy to encourage positive coping with childhood obesity. CONCLUSION: research in this field is an expanding and promising strategy and serious games represent an alternative means to provide health education to children.
OBJECTIVES: to identify in the literature the efficacy of serious games to improve knowledge for and/or behavioral changes among overweight or obesechildren. METHOD: Systematic Literature Review. The Cochrane Systematic Reviews Handbook was used. The studies were collected from the following databases: Public Medline; Web Of Science; Science Direct; Latin American and Caribbean Health Sciences Literature; and the Health Game Research and Cumulative Index to Nursing & Allied Health Literature. The descriptors were video games and obesity, while the key word was serious games. Inclusion criteria were: studies classified as Randomized Clinical Trials written in English, Spanish or Portuguese and in which children were the subjects of the study. RESULTS: 2,722 studies were identified in the initial search and six studies remained in the final sample. The papers focused on encouraging behavioral changes in players, including physical exercise and improved eating habits. The studies report that serious games are a potential strategy to encourage positive coping with childhood obesity. CONCLUSION: research in this field is an expanding and promising strategy and serious games represent an alternative means to provide health education to children.
Childhood obesity is a complex condition that is related to genetic factors,
nutritional intake, levels of physical activity, and environmental factors.
According to the literature, being overweight is defined as Body Mass Index (BMI)
between the 85th and 97th percentiles, while obesity is when
BMI is equal to or above the 97th percentile
.Being overweight and obesity are social and epidemiological phenomena. Studies report
that 42 million children under the age of five are already considered obese or
overweight
and this number is expected to increase to 70 million in 2025
.Many intervention studies have addressed the problem of obesity and being overweight
among children, which is already considered a public health problem
-
. Due to the intensive use of technology among the children of this
generation, there are opportunities to promote health through technological devices,
as these enable access to tools children are already familiar with
. In the last decade, various interventions have used technology to prevent
obesity in school environments and in clinical practice, aiming to provide health
education to children
-
.Health education is seen as a strategy to improve the understanding of patients
regarding a disease, enabling them to improve their general condition and decrease
the use of health resources
. Individualized educational programs are efficacious but expensive
, while more traditional methods to provide education to patients, such as
lectures or printed pamphlets, are more accessible but do not substantially improve
clinical results
.For this reason, innovative new systems of educational interventions that are
friendlier to the target population have been created. These evidence-based
interventions are intended to provide health education in a way that is more
accessible to the public. One of the approaches is based on the use of games as a
strategy to improve knowledge concerning health and a tool to complement medical
treatment, therapies or disease management
.With the increased popularity of video games over the last 30 years, researchers
started exploring their potential for serious purposes
, the so-called “serious games”. These are defined as games implemented
within an educational context, with specific learning objectives, which gamers are
expected to achieve during game play
.Digital game-based learning has the potential to spark interest among gamers,
motivating them to engage in a task regularly over a long period of time, which is
difficult to achieve with traditional learning material and approaches and,
therefore, may make a difference in terms of educational efficacy
-
.According to the literature, serious games in the health field can be innovative and
potentially efficacious methods to improve knowledge, transmit a persuasive message,
support behavioral change, and influence the results of health programs
.Therefore, this study’s objective was to identify in the literature the efficacy of
serious games in improving the knowledge and/or behavioral change of overweight or
obesechildren.
Method
A systematic literature review was conducted using Preferred Reporting Items for
Systematic Reviews and Meta-Analyses (PRISMA)
, addressing serious games as an educational intervention to cope with
childhood obesity.A systematic review is intended to gather evidence available according to
pre-specified eligibility criteria, with the goal to answer a specific question.
Thus, a systematic method able to provide more reliable results is used, which leads
to conclusions and supports decision-making
.This systematic review was submitted to and approved by the international prospective
register of systematic reviews - PROSPERO under No. CRD42016042272.The Cochrane Systematic Review method
was adopted and the stages proposed in the literature
were followed, namely: establishment of a protocol; establishment of a
research question; search for studies; selection of studies; critical assessment;
data collection; and synthesis of data.The PICO strategy, in which PICO stands for “Patient population/disease, Intervention
or issue of interest, Comparison intervention or issue of interest, and
Outcome”
was used to establish the research question. Figure 1 presents the components of the research question according to
PICO.
Figure 1
PICO framework of the research question
Therefore, the following research question guided this systematic review: “Does the
use of a serious game as an educational strategy improve the knowledge and/or
behavioral change of obesechildren when compared to the traditional clinical
strategy?”Traditional clinical strategy to control childhood obesity was defined as the
follow-up and treatment provided by a regular pediatrician, including nutritional
counseling and encouraging physical activity, and possibly involving other
professionals, such as nutritionists an/or physical educators, but not
necessarily
-
.The papers were selected from the PUBMED, Web Of Science, Science Direct, LILACS,
Health Game Research, and CINAHL databases. The terminology used here was based on
the Medical Subject Headings (MeSH/PUBMED) and Health Science Descriptors,
respectively video games and obesity, while the key word was serious games.The search strategy was initiated by first cross-referencing only the controlled
descriptors and later including the non-controlled descriptors in the sequence in
all the databases. The papers were then preselected by reading titles and abstracts
and whenever doubts emerged concerning their content, these were separated to be
later analyzed using their full texts.Inclusion criteria were: papers indexed in the aforementioned databases; written in
English, Spanish or Portuguese; regardless of publication date; addressing children;
and classified as Randomized Clinical Trials. The search occurred in January 2018
and secondary publications, such as review papers, books, monographs, theses and
dissertations, were excluded.An instrument specific for analyzing Randomized Clinical Trials provided by the
Consolidated Standards of Reporting Trials - CONSORT
was used to verify whether the studies contained the information necessary
to be included in the selection. The CONSORT instrument facilitates a critical
interpretation of results because it enables researchers to extract details from the
studies, as well as to verify what statistical analyses were conducted and how they
were conducted
.Two researchers independently selected the studies according to the stage of the
research project. They first excluded studies by reading their titles (first stage),
then by reading the abstracts (second stage), and finally by reading the full texts
(third stage). An experienced third researcher was consulted in the case of
disagreements or doubts.The instrument was completed after reading the full text of each study, recording
each stage in detail and verifying whether they provided what was necessary for a
study to be considered a randomized clinical trial.After recording information with the analysis instrument, the data were organized in
a Microsoft Excel worksheet. The papers were analyzed, after reading the full texts,
to describe and classify the results and report the knowledge produced.A total of 2,746 studies were identified in the initial search. All titles and
abstracts were read and, after applying the inclusion criteria, six studies were
selected.A synthesis of the studies selection process following the PRISMA model is presented
in Figure 2.
Figure 2
Synthesis of the selection process of studies according to the PRISMA
model
Results
To better identify each study, the studies were organized in a sequence of letters
and numbers, from A1 to A6 (Figure 3).
Figure 3
Studies selected for the review’s final sample
In regard to the year of publication, one study was found in each of the years 2003,
2011, 2015 and 2016, while two studies were found in 2013. In terms of country of
origin, three clinical trials were conducted in the United States, one in Spain, and
one in Belgium. The samples ranged from 1,578 individuals (largest sample) to 44
individuals (smallest sample). The children, public addressed by the studies, were
aged between eight and 15 years old.The first study analyzed
) addressed a sample of 101 children, who were randomly assigned: 51 to
the control group and 50 to the intervention group. The study focused on the use of
serious games to improve knowledge concerning healthy nutrition and the benefits of
adhering to good eating habits and daily exercise to prevent obesity. Latino
children aged from eight to 15 years old were recruited for this study.The Intervention group played a serious game under a research assistant’s
observation. The Control group received printed pamphlets addressing diet and
exercise written both in English and Spanish. The study involved letting children
play freely online at home while accompanied by a responsible adult. The researchers
followed up with the participants via telephone to clarify potential doubts or
address access problems; however, despite the presence of all these facilities, few
individuals completed the game.Most participants responded to a satisfaction survey stating they liked the game and
would like to play it again in the future. The authors believe that using the game
in clinical care with proper professional monitoring can motivate families to be
more involved with the program designed to cope with obesity
.The second study
) reports the results of an assessment of a serious online game that
presents fruits and vegetables in various ways to children as an additional health
promotion strategy. The results concerning the intake of fruits and vegetables were
assessed in the short and long terms.The assessment included four randomized groups of school-aged children (nine to 11
years old) at three points in time: baseline; P1 (three months post-intervention);
and P2 (three months post the last assessment). All the four groups played 10
episodes of the online serious game Squire’s Quest! II. The groups varied in how the
intervention was implemented and were called: Action, Coping, Both and None. A goal
was established for fruits and vegetable intake for the Action group and an action
plan specifying how they would achieve this goal was also established. A goal was
also established for the Coping group to eat more fruits and vegetables together
with a coping plan, which identified potential barriers that could prevent them from
achieving the goal. The Both group followed both plans of action and the last group,
None, did not follow a plan at all.Four hundred child-responsible adult pairs were recruited. A significant response of
greater consumption of fruits, vegetables and greens was found (p <0.001) in one
group only, the Action group, which showed a significant increase in the consumption
of fruits and vegetables in P1 (p <0.0001) and P2 (p <0.0001). None of the
other groups showed significant interactions. The authors concluded that
establishing a plan of action might be an important component of successful
interventions to increase and maintain the intake of fruits and vegetables in
pre-adolescents. Video games intended to promote healthy eating habits are an
efficacious intervention to promote behavioral change among children.The third study
conducted a randomized clinical trial in Belgium. All overweight children in
the final phase of a 10-month hospital treatment program conducted in a pediatric
medical center were invited to participate. The intervention was a training program
incorporated into a gamified context. The serious game they developed was called
“Brain game Brian”, that is, the name of the game’s main character was “Brian”. The
control group maintained the routine care provided in the unit to fight obesity.The children accessed the computer game at the clinic after school hours. The game
consisted of 25 training sessions of approximately 40 minutes; that is, each session
contained two blocs of tasks (of approximately 20 minutes each). The children
trained four times a week (on fixed days) for a period of six weeks and were not
allowed to play more than one 40-minute session per day. To motivate the children,
each complete bloc of training tasks resulted in the development of a world in the
game or extra power for the main character, Brian. With his extra powers, Brian
created interventions to help people in his village, which resulted in happy
villagers. A research assistant watched all the game sessions and clarified any
doubts.The authors verified that the children in the intervention group showed significant
improvement when compared to those in the control group. They were also more capable
of maintaining their weight loss up to eight weeks after the training. This study
shows promising evidence of the efficacy of a training program using serious games
as a complementary strategy for obesechildren
.The objective of the fourth study
was twofold, to analyze the efficacy of the Etiobe Mates platform, which
contains a number of serious games used as a tool to improve learning of nutritional
processes among children, and identify the accessibility and playability of the
games available on this platform.After the parents consented, the researchers visited four schools to explain the
program and 228 children (aged from 10 to 13 years old) were randomized and included
in the study. The Intervention group was composed of 73 children and the Control
group of 115. In the first meeting, the participants completed pretest
questionnaires. The Control group received leaflets containing the same nutritional
content as that provided by the ETIOBE Mates, only in a paper version. The group was
then instructed to read the leaflet as many times as they wanted. The Experimental
group, in turn, received a login and password to access the ETIOBE Mates, which
included various sorts of nutritional content and healthy habits provided in the
form of serious games.The Intervention group was instructed to navigate the platform and use everything
freely for a period of two weeks. After two weeks, they completed the questionnaires
once again (posttest) and reported on the ETIOBE Mates’ accessibility and
playability. At the end of the study, the Control group also received logins and
passwords to access the ETIOBE Mates to play the games.Both groups increased their scores concerning nutritional knowledge; however,
interaction of the experimental group was statistically significant, indicating
superior acquisition of nutritional knowledge. The children considered the serious
games platform to be a useful means to improve their nutritional knowledge. At the
end of the study, the authors state that the online serious games can be an
efficacious method to improve knowledge to prevent and treat diseases as information
is presented in a different way to children
.The fifth study
) assessed the results of two serious games “Escape from Diab” and “Nano
Swarm” in regard to children’s eating habits, physical exercise and adiposity. This
randomized clinical trail was conducted with 153 children aged from 10 to 12 years
old (103 in the Intervention group and 50 in Control group). The children were
mainly recruited using radio commercials directed to African-American and Hispanic
children living in Houston, TX, USA. One bilingual recruitment expert performed the
preliminary screening. A raffle was drawn from 2008 to 2009 to select the
participants for the two groups. The Intervention group played two serious games:
“Escape from Diab” and “Nano Swarm”.The assessments were performed before and immediately after the participants played
the serious game. There were nine sessions and each lasted a minimum of 40 minutes.
Each participant in the intervention group borrowed a computer with the games
already installed. The coordinators of the intervention monitored the progress of
the gamers through emails that were automatically sent whenever a session was
concluded and also answered questions that emerged over the course of the
intervention. The Control group did not play any serious game but received an
activity available on the Internet that was composed of two parts, each including
eight sessions in varied games focused on health. This experience was offered to the
Control group to meet expectations of the participants to play video games related
to health and avoid participant dropout. The immersion questions were applied to the
Intervention group only; the Control group was excluded from the analysis of this
subject.The main outcomes measures were: fruit, vegetables and water portions and minutes of
moderate to vigorous physical exercise. The participants were assessed on three
non-consecutive days using a 24-hour dietary recall; on five consecutive days
concerning physical activity (using accelerometers); and had their weight, height,
waist circumference and triceps skinfold recorded. The results show that the
children who played “Escape from Diab” increased their intake of fruits and
vegetables by approximately 0.67 portions a day (p = 0.018), though the intake of
water, frequency of moderate to vigorous physical activity, and body composition was
unaltered. The authors concluded that the serious games promoted an increase in the
intake of fruits and vegetables but further research is needed to determine
components of games are ideal to maximize behavioral change among children
.The sixth and last study
reports the application of a serious game as an intervention implemented in
26 primary schools in the city of Houston, in the United States. The intervention
was composed of Squire’s Quest!, a multi-media psycho-educational game that presents
fruits and vegetables to children in various ways in the game.The children were randomly assigned to the Intervention and Control groups. The
Intervention group played ten sessions of Squire’s Quest!. The serious game was
applied over the course of two months and each session lasted 25 minutes. The
Control group did not receive any intervention; that is, it only completed the
instruments that were necessary for later comparing the variables between the
groups. Data from the 1,578 children were collected immediately before and after the
program.Four days of dietary intake were assessed before and after the intervention. The
researchers used the Food Intake Recording Software System (FIRSSt), an instrument
used to directly assess the 24-hour dietary intake of children. The categorical
variables between the Intervention and Control groups were compared using the
Chi-square test. The differences between groups concerning the intake of average
portions of fruits and vegetables were tested using Student’s t test.The authors report that the children who participated in the intervention with
Squire’s Quest! increased their consumption of fruits and vegetables by more than 1%
compared to the children who did not receive the program. The researchers concluded
that psycho-educational games have the potential to substantially change eating
behavior.
Discussion
Based on the studies selected and analyzed in this review, the conclusion is that
serious games used as a strategy to cope with obesity is an expanding field and its
application has promising results that should not be ignored. It is, however, an
incipient field and the limited number of randomized clinical trials that met this
review’s inclusion criteria do not allow the efficacy of these games as an
intervention to be determined.Note that, even though there was an insufficient number of clinical trials to state
that the use of serious games is an effective strategy of treatment, all the six
studies included here indicate their participants were satisfied; three studies
report significant results concerning the changing of eating habits; one reports the
improvement of knowledge; and one study reports decreased body weight.In regard to the serious game used as intervention, most authors developed their own
game, validated it and later applied it to the target-population
-
,
; only one author used commercial games related to the theme that had been
previously developed
.There were differences regarding the duration of the interventions, which ranged from
one to six months. The greater the time of exposure to and application of serious
games, the more efficiently content was fixed and the greater was behavioral change
among children.The studies converged in various aspects, such as: children manifested great interest
in the interventions and showed greater motivation because they were about digital
games; significant improvement was found in terms of diet, the choice of healthier
foods, behavioral change in the target-population, and greater levels of physical
exercise; and improved knowledge concerning healthy eating. In general, the games
were well-accepted by the children as a differentiated strategy to cope with
obesity
-
.Only one of the studies reports more controversial results
, mainly because some of the children did not complete the intervention as
expected; in some cases, the game was interrupted. The authors did not clarify the
reasons, though both the children and the parents assessed the game positively. This
study was also the only one in which children were freely allowed to play the
serious game online at home, without a researcher monitoring, which may have
compromised the individuals’ continuing participation in the intervention.The literature also corroborates the findings of the studies selected in this review:
the use of serious games can positively aid coping with childhood obesity. These
games are alternatives for providing health education to children, as this
technology is flexible and can support education, as well as encourage more active
learning
-
.The introduction of serious games as an additional component in programs intended to
enable patients to cope with disease can increase motivation and conformity to a
program, improving the results of interventions
.There is evidence in the literature that corroborates these findings. A meta-analysis
identified 64 serious games that promote healthy life styles, revealing that the
games had a statistically significant effect on behavior
. Other authors performed a systematic review with 19 studies addressing
changes in health or safety behaviors among young individuals and verified that 17
of these papers reported at least one statistically significant effect concerning
behavior
.A systematic review analyzed 28 games intended to prevent childhood obesity utilized
between 2005 and 2013 and reports that 40% of the studies obtained the desired
effect on a variable related to adiposity
. Hence, substantial evidence supports the efficacy of serious games in
improving knowledge and encouraging behavioral changes or even better health
results.Another point raised by this study’s review was the fact that the attention of a
child is naturally captured by video games and the time children already spent
playing can be used to promote health education
. It is interesting to develop games directed to decreasing obesity, for this
generation of children is already accustomed to these technologies as entertainment.
Such games can include educational content intended to increase their knowledge and
self-care.Additionally, even though the games identified in this review are inactive and
sedentary in their natures, as they are played on tablets or computers, children can
make better use of their time playing games available online using mobile devices in
their daily routine.Few systematic reviews identified in the literature examine the impact of
technology-based interventions to fight childhood obesity. Some authors explored the
effect of technological interventions, while others focused on the use of video
games designed to prevent childhood obesity
,
. This review focuses on serious games, a more specific category of video
games.New studies are needed to include family members and the children’s responsible
adults, something only one study addressed in this review did
. The parents are important for the adherence of children to interventions
and the results they achieve, considering that parents are the role models for good
eating habits, nutrition, and exercise, as well as controlling the environment and
experiences of children
. Using digital games as a tool to direct or involve parents can also have a
good cost-benefit relationship. Parents can be the target-population giving them
access to games and tasks they are supposed to do by themselves, together with their
children, or parallel with them.Additionally, health education linked to schools is also a good alternative. Schools
would benefit from incorporating serious games into their curricula, making it more
attractive to students and approximating children to technology on their daily
routine
.To achieve such results, however, more studies addressing the theme need to be
analyzed in order to acquire greater understanding and determine the most
appropriate and effective application of serious games in prevention and treatment
programs directed to childhood obesity.The results were heterogeneous in regard to the measures and assessment methods used.
The analysis of games proposed in this study provides a structure for the
organization of the diverse results and the impact serious games may have on
children, but are also evidence of the persistent difficulties associated with the
assessment of learning results or behavioral changes.These findings indicate that serious games encourage behavioral changes and improve
knowledge among children; however, there is a need to standardize how these games
are assessed. Even though improved knowledge and positive behavioral changes were
found among children, more clinical trials are needed to acquire increasingly
accurate evidence of these games’ efficacy.
Conclusions
The results presented by this systematic review show there is interest and investment
in the development and use of serious games to improve the knowledge and behavioral
change of obese or overweight children. When the potential and popularization of
serious games in the health field is considered, we can verify that research in this
field is an expanding and promising strategy.The games selected in this review focused on encouraging behavioral changes and
improved physical exercise and eating habits among gamers.It is worth noting that most studies reported the development of a game they
presented to the children already in its functional version, focusing on games used
in the clinical practice or applying them as an educational intervention. Only one
author used well-disseminated commercial games, the objective of which is to be used
within programs fighting obesity and promoting health.The results concerning the use of games as a strategy to cope with obesity reveal
children accepted them well and that these games are seen as a potential motivator
to maintain the adherence of children to interventions. Only one study reports
controversial results. Even though the target audience was satisfied with its game,
many of the individuals did not complete the intervention.This review’s limitations included the fact that a meta-analysis was not possible
because the studies addressed were heterogeneous and the fact that randomized
clinical trials were chosen to control for common biases of experimental research,
such as selection and confounding factors. Non-randomized controlled trials could
have been selected instead, increasing the number of studies in this review. This
option, however, would render the estimates less valid, considering that
interventions with more questionable internal validity would have been included.
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