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

机译:通过电子游戏营养教育与促进墨西哥儿童健康饮食行为的促进:Foodratemaster的设计与试验试验

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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.
机译:背景技术近几十年来达到疫情水平的儿童肥胖症已经急剧上升。儿童需要指导和支持维持健康的饮食和身体活动,以确保它们适当地发展并培养健康的饮食习惯。严重的视频游戏对促进营养知识以及饮食儿童的态度和行为表现出积极的影响;然而,关于与年幼的孩子(8-10岁)的比赛的有用性的研究稀疏。目的是这项研究的目的是设计和测试一个严重的视频游戏FoodraTemaster,目标是8至10岁之间的儿童。游戏包括营养信息和行为改变技术,以帮助孩子提高他们对健康和不健康的食物的知识,增加他们的健康食品摄入,并减少他们的超额食物摄入量。此外,FoodRatemaster被设计为促进身体活动的活动游戏。方法跨学科团队在基于用户中心设计的迭代方法之后开发了食品Ratemaster。共有60名参与者(平均年龄9岁,SD 0.8; 53%的男性)在6周内完成了12个单独的游戏会话。在游戏比赛之前和之后完成了食物知识问卷和食品频率调查表。此外,39名参与者的父母在游戏后回答了父母看法问卷。结果参与者从PREGAME(平均56.9,SD 10.7)增加了粮食知识,以便播放(平均值67.8,SD 10.7; P <.001)。此外,在花椰菜和西兰花的消耗中存在更大的自我报告的频率(P <.001)和玉米quesadillas(p <.001)。他们还表明了10种不健康食物的较低的自我报告的摄入量,包括炸薯条(p = .003),糖果和巧克力(p <.001),甜美软蛋糕(p = .009)和软饮料(p = .03)。此外,回答父母看法问卷的大多数父母都同意他们的孩子对解释他们应该避免一些不健康的食物(67%,26/39),以区分健康和不健康的食物(64%,25 / 39),并在果实摄入(64%,25/39)和蔬菜(59%,23/39)。最后,14名父母表示,他们根据他们收到的孩子的意见和建议引入了儿童饮食的一些变化。结论在初步评估中,8至10岁的儿童表明营养知识的水平增加,其自我报告的两种健康食品的摄入量,以及在演奏食品群之后自我报告的10个不健康的食物中减少水平。此外,参与者的父母一致认为,Foodratemaster积极影响他们对几个健康饮食行为的态度。这些结果支持Foodratemaster等健康游戏是可行的工具,以帮助幼儿增加他们的食物知识并改善饮食行为。将进行后续随访式对照试验,以评估食品群的中期和长期影响。

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