Literature DB >> 30964335

Videogames That Encourage Healthy Behavior Did Not Alter Fasting Insulin or Other Diabetes Risks in Children: Randomized Clinical Trial.

Tom Baranowski1, Janice Baranowski1, Tzu-An Chen2, Richard Buday3, Alicia Beltran1, Hafza Dadabhoy1, Courtney Ryan1, Amy S Lu4,5.   

Abstract

Background: Previous research indicates games for health have substantial promise in promoting change in children's diet and physical activity (PA) behavior for obesity and diabetes prevention, but the research has generally not been rigorous. The study reported here was an efficacy trial of two role-playing videogames played in sequence, "Escape from Diab" (hereinafter called Diab) and "Nanoswarm: Invasion from Inner Space" (hereinafter called Nano), on diabetes and obesity risk factors: fasting insulin and body mass index (BMI), and risk-related behaviors: diet, PA, and sedentary behavior (SB). Design: A two-group (treatment vs. wait list control) randomized clinical trial was used with baseline, immediate postintervention (∼3 months postbaseline), and 2 months postassessments. Intervention: Diab and Nano were desktop or laptop role-playing videogames with nine sessions (each episode/session lasting ∼60 minutes). Two storylines attempted to immerse players and used ethnically diverse characters to model desired behaviors. Tailored goal setting, problem solving, and motivational statements were used.
Methods: A sample of 200 overweight or obese children (ages 10-12 years from 85th to 99th BMI percentile [%ile]) was recruited, primarily using a volunteer list. Fasting insulin was the primary dependent variable. BMI, fruit, vegetable and sweetened beverage intakes, PA, and SBs were secondary outcomes. Generalized linear mixed models were used to test for the treatment effects.
Results: No significant differences were detected in any of the tested outcome variables. Conclusions: The lack of differences may indicate that games cannot change dietary behaviors and thereby not change-related clinical outcomes. Alternatively, there seem to have been changes in (1) the types of videogames children expect and like to play since a pilot study was conducted, (2) productization challenges, and/or (3) problems in staff management of the trial. All may have contributed to the lack of effect.

Entities:  

Keywords:  Diabetes risk; Dietary behavior; Nutrition; Videogames

Mesh:

Substances:

Year:  2019        PMID: 30964335      PMCID: PMC6686687          DOI: 10.1089/g4h.2018.0097

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  4 in total

Review 1.  School-based physical activity programs for promoting physical activity and fitness in children and adolescents aged 6 to 18.

Authors:  Sarah E Neil-Sztramko; Hilary Caldwell; Maureen Dobbins
Journal:  Cochrane Database Syst Rev       Date:  2021-09-23

2.  Short-Term Effects of the Serious Game "Fit, Food, Fun" on Nutritional Knowledge: A Pilot Study among Children and Adolescents.

Authors:  Sophie Laura Holzmann; Hanna Schäfer; Georg Groh; David Alexander Plecher; Gudrun Klinker; Gunther Schauberger; Hans Hauner; Christina Holzapfel
Journal:  Nutrients       Date:  2019-08-30       Impact factor: 5.717

Review 3.  Gamification for Diabetes Type 1 Management: A Review of the Features of Free Apps in Google Play and App Stores.

Authors:  Demah Alsalman; Zahra M Bu Ali; Zainab F Alnosaier; Norah A Alotaibi; Turki M Alanzi
Journal:  J Multidiscip Healthc       Date:  2020-05-14

Review 4.  Harnessing technological solutions for childhood obesity prevention and treatment: a systematic review and meta-analysis of current applications.

Authors:  Lauren A Fowler; Anne Claire Grammer; Amanda E Staiano; Ellen E Fitzsimmons-Craft; Ling Chen; Lauren H Yaeger; Denise E Wilfley
Journal:  Int J Obes (Lond)       Date:  2021-02-24       Impact factor: 5.095

  4 in total

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