| Literature DB >> 33206054 |
Yi-Chin Kato-Lin1, Uttara Bharath Kumar2, Bhargav Sri Prakash3, Bhairavi Prakash4, Vasini Varadan5, Sanjeeta Agnihotri6, Nrutya Subramanyam7, Pradeep Krishnatray6, Rema Padman8.
Abstract
BACKGROUND: Video and mobile games have been shown to have a positive impact on behavior change in children. However, the potential impact of game play patterns on outcomes of interest are yet to be understood, especially for games with implicit learning components.Entities:
Keywords: game telemetry analysis; healthy eating behavior evaluation; implicit learning; mobile games; pediatric obesity
Mesh:
Year: 2020 PMID: 33206054 PMCID: PMC7710449 DOI: 10.2196/15717
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Figure 1Screenshots of Fooya: (a) player is shielded by the bubble after consuming water, (b) performance summary after completing a level, (c) nutrition facts of a chosen food, and (d) level selection.
Sample size, random assignments, and demographic distribution.
| Demographics | Treatment group schools (n=52) | Control group schools (n=52) | |||||
| A | B | C | A | B | C |
| |
| Male, n (%) | 11 (55) | 8 (50) | 6 (38) | 13 (68) | 9 (53) | 12 (75) | .63 |
| Female, n (%) | 9 (45) | 8 (50) | 10 (63) | 6 (32) | 8 (47) | 4 (25) | — |
| BMI (kg/m2), mean (SD) | 17.3 (3.20) | 18.1 (4.13) | —b | 19.2 (6.26) | 19.2 (4.42) | — | .17 |
| GoodBasec, n (%) | 8 (50) | 3 (23) | 3 (21) | 12 (86) | 5 (29) | 7 (50) | .29 |
aP values were reported from chi-square tests for gender and GoodBase and 2-sample t test for BMI for the pooled sample from schools A and B only, because data from school C were excluded when performing statistical tests for objectives 1 and 3.
bBMI for school C was not collected.
cGoodBase captures the number of students who reported good food as their favorite food at baseline. There are some missing values for this variable.
Figure 2Study procedures.
Figure 3Consolidated Standards of Reporting Trials flow diagram of participants through the trial.
Definitions of each feature label.
| Label | Definition |
| S | Player starts the level |
| E | Player finishes the level |
| 1 | Player consumes good food to generate shield |
| 2 | Robot killed by good food shields |
| 3 | Player shoots bad food ammo |
| 4 | Robot killed by bad food shots |
| 5 | Player hit by bad food robot |
Example of timestamped data and labeling producing sequence S124331E.
| Level | Date | Time | Status | Label/State |
| Level 1 | 7/10 | 09-20-19-775 | Player starts the level | S |
| Level 1 | 7/10 | 09-20-26-482 | Player consumes good food to generate shield | 1 |
| Level 1 | 7/10 | 09-20-28-956 | Robot killed by good food shields | 2 |
| Level 1 | 7/10 | 09-21-10-714 | Robot killed by bad food shots | 4 |
| Level 1 | 7/10 | 09-21-10-814 | Player shoots bad food ammo | 3 |
| Level 1 | 7/10 | 09-21-10-894 | Player shoots bad food ammo | 3 |
| Level 1 | 7/10 | 09-21-14-717 | Player consumes good food to generate shield | 1 |
| Level 1 | 7/10 | 09-21-20-281 | Player finishes the level | E |
Treatment effects on food choice and knowledge.
| Measures | Actual food choice | Good food ID | |||||||||
| Ta (n=27), mean (SD) | Cb (n=31), mean (SD) | Statistics | T (n=27), mean (SD) | Ca (n=31), mean (SD) | Statistics | ||||||
|
|
|
|
|
|
| ||||||
| Number of good foods chosen/identified in 2 days (0 to 4 for choice; 0 to 8 for ID; day 1 + day 2)e | 2.48 (1.19) | 1.10 (1.08) | <.001 | 1.25 | 7.30 (1.64) | 6.94 (1.31) | .048 | 0.25 | |||
| Change in the number of good foods chosen/identified (–2 to 2 for choice; –8 to 8 for ID; day 2 – day 1)e | –0.11 (–0.93) | –0.13 (1.02) | .92 | 0.02 | –0.26 (0.59) | 0.23 (1.12) | .15 | –0.54 | |||
aT: treatment.
bC: control.
cP values are reported from Mann-Whitney tests.
dd: Cohen d.
eOnly the responses available on both days for schools A and B were used for comparison.
Summary statistics of game play measures.
| MDAa components and game play measures | Minb | Mean | Maxc | Variance | Coefficient of variation | |||||
|
| ||||||||||
| Level_max | 2.00 | 14.78 | 23.00 | 21.73 | 31.54 | |||||
| Avg_Seqlen | 8.96 | 65.77 | 145.42 | 893.28 | 45.44 | |||||
|
| ||||||||||
| Avg_transition | 3.64 | 22.51 | 40.37 | 76.70 | 38.91 | |||||
|
| ||||||||||
| Sum2_Sum2+4 | 0.003 | 0.17 | 0.98 | 0.05 | 131.53 | |||||
|
| ||||||||||
|
| AvgGFact | 0.00 | 0.43 | 1.69 | 0.18 | 98.67 | ||||
| AvgBFact | 0.00 | 0.12 | 0.60 | 0.02 | 117.85 | |||||
aMDA: mechanics, dynamics, aesthetics.
bMin: minimum.
cMax: maximum.
Frequency by state for selected levels.
| State | Level 1 (n=50)a | Level 10 (n=41) | Level 20 (n=8)b | ||||||
| Minc | Maxd | Mean | Min | Max | Mean | Min | Max | Mean | |
| 1 | 0 | 5 | 2.16 | 0 | 6 | 2.70 | 2 | 3 | 2.63 |
| 2 | 0 | 57 | 2.02 | 0 | 106 | 2.98 | 0 | 19 | 2.88 |
| 3 | 0 | 136 | 32.94 | 0 | 175 | 61.68 | 0 | 116 | 67.25 |
| 4 | 0 | 17 | 5.64 | 0 | 22 | 9.15 | 0 | 21 | 8.75 |
| 5 | 0 | 14 | 1.76 | 0 | 10 | 4.27 | 0 | 11 | 6.00 |
aTwo children assigned to the treatment group were absent for both exposures.
bThis is the last level with number of players n>5.
cMin: minimum.
dMax: maximum.
Figure 4Sample sequences.
Figure 5Markov chain for all children who played level 1 (n=50): (left) detailed plot with all transitions and (right) simplified plot with transition probabilities >0.1. The thickness of the lines is proportional to the transition probability.
Kendall rank correlation coefficients and significance test results.
| Measures | GoodChoice | |
| Level_maxa | –0.11 | 0.48 |
| Avg_Seqlenb | 0.10 | 0.50 |
| Avg_transitionc | –0.01 | 0.95 |
| Sum2_Sum2+4d | –0.08 | 0.58 |
| AvgGFacte | 0.17 | 0.25 |
| AvgBFactf | –0.32 | 0.04 |
aLevel_max: maximum level played.
bAvg_Seqlen: average sequence length across levels played.
cAvg_transition: average number of transitions to a different state in a level across all levels played.
dSum2_Sum2+4: proportion of robots destroyed by shield.
eAvgGFact: average number of nutrition facts of good foods read in a level.
fAvgBFact: average number of nutrition facts of bad foods read in a level.
Regression results for GoodChoicea (n=25).
| Measures | Assumed normal | Assumed Poisson | |||||||
| Model 1, coefficient (robust SE) | Model 2, coefficient (robust SE) | Model 3, coefficient (robust SE) | Model 4, coefficient (robust SE) | ||||||
| Intercept | 2.89 (0.31) | <.001 | 2.44 (0.39) | <.001 | 1.06 (0.09) | <.001 | 0.86 (0.14) | <.001 | |
| AvgGFactb | 1.12 (0.91) | 0.23 | 1.15 (0.62) | 0.08 | 0.44 (0.17) | 0.01 | 0.49 (0.15) | 0.001 | |
| AvgBFactc | –9.51 (3.33) | 0.01 | –8.38 (3.60) | 0.03 | –4.25 (1.53) | 0.01 | –3.81 (1.45) | 0.01 | |
| GoodBased | —e | — | 0.92 (0.38) | 0.03 | — | — | 0.36 (0.13) | 0.01 | |
| Goodness of fit | Adjusted | — | Adjusted | — | AICf: 83.55 | — | AIC: 83.59 | — | |
aOutcome variable: number of good foods chosen in day1+day2 (0-4). Only the data available on both days in schools A and B were used.
bAvgGFact: average number of nutrition facts of good foods read in a level.
cAvgBFact: average number of nutrition facts of bad foods read in a level.
dGoodBase: binary variable indicating whether the player’s baseline preference was healthy or not healthy.
eNot applicable.
fAIC: Akaike information criterion.