| Literature DB >> 31607172 |
Lemmy Schakel1,2, Dieuwke S Veldhuijzen1,2, Meriem Manai1,2, Sylvia van Beugen1,2, Rosalie van der Vaart1,2, Henriët van Middendorp1,2, Andrea W M Evers1,2,3.
Abstract
Objective: Serious gaming is an upcoming and promising tool in prevention and health promotion. The aim of this experimental study was to examine whether health-related serious gaming could optimize food-related outcomes and physical activity.Design: Eighty-one healthy participants (80% female) were randomly allocated to an experimental condition, in which participants played serious games based on transferring information, priming and evaluative conditioning, for half an hour, or a control condition, in which participants played non-health-related computer games.Main outcome measures: The primary study outcome was self-reported food preference and self-reported food choice, assessed by the Food Choice Task with food pairs differing in healthiness, or in both healthiness and attractiveness. Secondary outcomes were actual food choice and physical activity.Entities:
Keywords: Serious gaming; food choice; food preference; health behaviour; physical activity; self-efficacy
Year: 2019 PMID: 31607172 DOI: 10.1080/08870446.2019.1675657
Source DB: PubMed Journal: Psychol Health ISSN: 0887-0446