Literature DB >> 32281539

Nutritional Education and Promotion of Healthy Eating Behaviors Among Mexican Children Through Video Games: Design and Pilot Test of FoodRateMaster.

Ismael Edrein Espinosa-Curiel1, Edgar Efrén Pozas-Bogarin1, Jorge Luis Lozano-Salas1, Juan Martínez-Miranda2, Edwin Emeth Delgado-Pérez3, Lizeth Stefania Estrada-Zamarron4.   

Abstract

BACKGROUND: Childhood obesity has risen dramatically in recent decades, reaching epidemic levels. Children need guidance on and support for maintaining a healthy diet and physical activity to ensure that they grow appropriately and develop healthy eating habits. Serious video games have shown positive effects on promoting the nutritional knowledge, and eating attitudes and behaviors of children; however, research about the usefulness of such games with younger children (8-10 years old) is sparse.
OBJECTIVE: The objective of this study was to design and test the serious video game FoodRateMaster targeting children between 8 and 10 years old. The game includes nutritional information and behavior change techniques to help children improve their knowledge of healthy and unhealthy foods, increase their intake of healthy food, and reduce their intake of ultraprocessed food. In addition, FoodRateMaster was designed as an active game to promote physical activity.
METHODS: An interdisciplinary team developed FoodRateMaster following an iterative methodology based on a user-centered design. A total of 60 participants (mean age 9 years, SD 0.8; 53% male) completed 12 individual gaming sessions in 6 weeks. A food knowledge questionnaire and a food frequency questionnaire were completed before and after game play. In addition, 39 of the participants' parents answered a parent perception questionnaire after the game play.
RESULTS: Participants showed increased food knowledge from pregame (mean 56.9, SD 10.7) to postgame play (mean 67.8, SD 10.7; P<.001). In addition, there was a greater self-reported frequency in the consumption of cauliflower and broccoli (P<.001) and corn quesadillas (P<.001). They also indicated a lower self-reported intake of 10 unhealthy foods, including french fries (P=.003), candy and chocolate (P<.001), sweet soft cakes (P=.009), and soft drinks (P=.03). Moreover, most of the parents who answered the parent perception questionnaire agreed that their children showed greater interest in explaining why they should avoid some unhealthy foods (67%, 26/39), in distinguishing between healthy and unhealthy foods (64%, 25/39), and in the intake of fruits (64%, 25/39) and vegetables (59%, 23/39). Finally, 14 parents stated that they introduced some changes in their children's diet based on the comments and suggestions they received from their children.
CONCLUSIONS: In an initial evaluation, children between 8 and 10 years old indicated an increased level in nutritional knowledge and their self-reported frequency intake of two healthy foods, and a decreased level in their self-reported intake of 10 unhealthy foods after playing FoodRateMaster. Moreover, the participants' parents agreed that FoodRateMaster positively influenced their children's attitudes toward several healthy eating behaviors. These results support that health games such as FoodRateMaster are viable tools to help young children increase their food knowledge and improve dietary behaviors. A follow-up randomized controlled trial will be conducted to assess the medium- and long-term effects of FoodRateMaster. ©Ismael Edrein Espinosa-Curiel, Edgar Efrén Pozas-Bogarin, Jorge Luis Lozano-Salas, Juan Martínez-Miranda, Edwin Emeth Delgado-Pérez, Lizeth Stefania Estrada-Zamarron. Originally published in JMIR Serious Games (http://games.jmir.org), 13.04.2020.

Entities:  

Keywords:  childhood obesity; dietary intake; game design; healthy eating behaviors; nutritional education; serious game

Year:  2020        PMID: 32281539     DOI: 10.2196/16431

Source DB:  PubMed          Journal:  JMIR Serious Games            Impact factor:   4.143


  6 in total

1.  The Effects of a Computer Game (Healthy Rat King) on Preschool Children's Nutritional Knowledge and Junk Food Intake Behavior: Nonrandomized Controlled Trial.

Authors:  Ing-Chau Chang; Cheng-Ying Yang; Chin-En Yen
Journal:  JMIR Serious Games       Date:  2022-07-01       Impact factor: 3.364

2.  Relationship Between Children's Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study.

Authors:  Ismael Edrein Espinosa-Curiel; Edgar Efrén Pozas-Bogarin; Juan Martínez-Miranda; Humberto Pérez-Espinosa
Journal:  JMIR Serious Games       Date:  2020-09-17       Impact factor: 4.143

Review 3.  Efficacy of Emerging Technologies to Manage Childhood Obesity.

Authors:  Mohammad Alotaibi; Fady Alnajjar; Massimiliano Cappuccio; Sumaya Khalid; Tareq Alhmiedat; Omar Mubin
Journal:  Diabetes Metab Syndr Obes       Date:  2022-04-21       Impact factor: 3.249

4.  HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study.

Authors:  Ismael Edrein Espinosa-Curiel; Edgar Efrén Pozas-Bogarin; Maryleidi Hernández-Arvizu; Maria Elena Navarro-Jiménez; Edwin Emeth Delgado-Pérez; Juan Martínez-Miranda; Humberto Pérez-Espinosa
Journal:  JMIR Serious Games       Date:  2022-05-06       Impact factor: 3.364

Review 5.  Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review.

Authors:  Juan Martínez-Miranda; Ismael Edrein Espinosa-Curiel
Journal:  JMIR Serious Games       Date:  2022-08-25       Impact factor: 3.364

6.  Serious games and eating behaviors: A systematic review of the last 5 years (2018-2022).

Authors:  Pierpaolo Limone; Giovanni Messina; Giusi Antonia Toto
Journal:  Front Nutr       Date:  2022-09-08
  6 in total

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