| Literature DB >> 36159464 |
Pierpaolo Limone1, Giovanni Messina1, Giusi Antonia Toto1.
Abstract
Background: Serious game intervention has emerged over the years as a popular strategy for solving the problem of unhealthy eating behavior. This has prompted several scholars to explore its significant impact on eating behaviors, identifying its positive effect on nutritional knowledge and eating behaviors. However, since this research field is yet nascent, an update in knowledge is required to further inform the real-world practice as an alternative intervention for instating healthy eating behavior. Therefore, this current research utilized a systematic review method to reveal the latest state of this concept of a serious game and eating behavior, to identify the position of the literature and shed light on under-researched and emerging areas by recommending future investigations. Method: To achieve the object of this research, four electronic databases- Science Direct, Web of Science (WoS), APA PsyclNFO, and Emerald- were searched using predefined keywords (search string) relating to the review topic. A total of 15,107 results were retrieved from the databases. After title, abstract, and full-text screening, 15 studies were included following inclusion criteria. Key findings: The result of this research demonstrated that various designs of serious games comprise an effective intervention for changing eating behavior in both children and adults and addressed the risks of childhood obesity and overweight. The findings also show that the design of the games is co-designed by different specialists such as a nutritionist, psychologist and developer, among others, as either single or multiple players. The effectiveness of the games was attributed to behavior techniques (BT), cognitive theories (CT), and socio-cognitive theories (SCT) of behavior change technique (BCT), incorporating an element of implicit learning in serious games. Feedback and reward were the most reported influencing strategies and self-reporting the evaluation approach.Entities:
Keywords: eating behavior; game for health; review—systematic; serious games; unhealthy
Year: 2022 PMID: 36159464 PMCID: PMC9493252 DOI: 10.3389/fnut.2022.978793
Source DB: PubMed Journal: Front Nutr ISSN: 2296-861X
Figure 1Flow diagram explaining the stages to the identification of relevant studies.
Figure 2PRISMA flowchart showing the screening process for the identification of relevant studies.
Evidence table.
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| S1 | Frans et al. ( | Garfield vs. Hotdog | The game was designed in collaboration with scientific researchers based on a behavior change technique theoretical framework (BCT) | Self-control; | Single | Attitude toward eating, drinks, and snacks | 1 week | Not effective |
| S2 | Ismael et al. ( | FoodRateMaster | Behavioral change theories and techniques were adopted. It included a set of BCTs in the gameplay elements of FoodRateMaster to create a stimulating and engaging environment in which key aspects of healthy behaviors and behavior-specific knowledge were promoted and strengthened | BT: Shaping, Behavioral repetition and substitution, stimulus control, learning by consequence e.g., reward | Single | Improve knowledge of healthy and unhealthy foods, increase intake of healthy foods, and reduce intake of ultra-processed food | 6 weeks | Effective |
| S3 | Yi-Chin et al. ( | Fooya vs. Uno | Fooya is a pediatric dietary mobile game with implicit learning components on food choices. It also quantifies children's heterogeneous gameplay patterns using game telemetry and determines the effects of these patterns on players' food choices | Implicit learning; psychoeducation; shaping behavior (modeling) | Single | Choice of food | NR | Effective |
| S4 | Mack et al. ( | Bursting Bubble Game, Kangaroo-Turtle Race, | Balloon food game: This game deals with the food pyramid and its food groups | Implicit learning; psychoeducation; shaping behavior (modeling) | Single | Influence of KOP on dietary energy density principle (DED-P) concerning nutrition | 2 weeks | Effective |
| S5 | Ismael et al. ( | Helperfriend | Was developed by a multidisciplinary team that included nutritionists, psychologists, physical activity experts, human-computer interaction experts, and software engineers, based on published design methodology. It is a vicarious experiential video game designed to promote 3 lifestyle behaviors among young children: physical activity, healthy eating, and socio-emotional wellness | Providing information about health consequences, behavioral practice, behavioral substitution, incentives and rewards, goal setting, reviewing behavioral goals, monitoring behaviors, providing feedback on behavior, discrepancies between current behaviors and goals, monitoring emotional consequences, and prompts or cues | NR | Physical activity, healthy eating, and socioemotional wellness | 4 weeks | Effective |
| S6 | Chagas et al. ( | Rango Cards | A digital game developed for an adequate and healthy diet using simple information in a playful context | Implicit learning; psychoeducation; shaping behavior (modeling) | Multiple | Use of digital games to promote healthy dietary practices | NR | Effective |
| S7 | Froome et al. ( | Foodbot vs. My Salad Shop | Support school children in learning about Canada's Food Guide; however, its impacts on nutrition knowledge | Feedback and monitoring, social support, shaping knowledge, natural consequences, reward, and threat, quizzes and sub-games requiring a user to catch food and sort food | NR | To see whether the digital game improves children's knowledge of Canada's Food Guide | 5 days | Effective |
| S8 | Viggiano et al. ( | Kaledo | This is an educational board game to improve nutritional knowledge and a healthy lifestyle | Implicit learning; psychoeducation; shaping behavior (modeling) | Multiple | To modify dietary behavior | 7 days | Effective |
| S9 | Skouw et al. ( | The Kingdom of Taste | A game which unites fitting motivators, a fitting social situation, and mere exposure to novel or disliked foods through sensory interactions, to encourage food exploration and possibly change eating behavior in families | Implicit learning; psychoeducation; shaping behavior (modeling) | Multiple | To improve food behavior in families | 3 weeks | Effective |
| S10 | Alblas et al. ( | Skyland | A 2D strategic game in which players have to fight an adversary located at a ground level, who is trying to take down floating islands by forcing unhealthy | Implicit learning; psychoeducation; shaping behavior (modeling) | Single | Food choice behavior | NR | Effective |
| S11 | Hermans et al. ( | Alien Heart Game: Force choice game, Quick sort game, Build a meal game, Ship runner game, Super shopper | A nutritional healthy video game designed to change food choices | Implicit learning; psychoeducation; shaping behavior (modeling) | Single | Short term effectiveness on nutrition and healthy food choices | 2 weeks | Effective |
| S12 | Langlet et al. ( | HTC VIVE VR system (HTC) | The HTC VIVE VR system (HTC) is an immersive VR technology in this study, consists of a headset (connected to a computer) through which the VR environment can be viewed, two hand controllers that enable interaction with the VR environment, and two base stations that enable motion tracking | Implicit learning; psychoeducation; shaping behavior (modeling) | Single | Virtual game on eating disorders | NR | Effective |
| S13 | Rodrigues et al. ( | VR | This is a virtual reality game that combines the serious game concept for treating eating disorder | Implicit learning; psychoeducation; shaping behavior (modeling) | Single | Eating disorder | 1 week | Effective |
| S14 | Weiland et al. ( | Kid Obesity Game (KOP) | A type of serious game designed to change the nutritional behavior of children and parents | Implicit learning; psychoeducation; shaping behavior (modeling) | Single | Nutritional behavior | 2 weeks | Effective |
| S15 | Brown et al. ( | Foodbot factory | It is an app game that incorporates BCT | Feedback and monitoring, social support, shaping knowledge, natural consequences, and reward and threat | Single | Eating behavioral change | NR | Effective |
AC, article code; YOP, year of publication; NR, not reported.