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The Kids Obesity Prevention Program: Cluster Randomized Controlled Trial to Evaluate a Serious Game for the Prevention and Treatment of Childhood Obesity

机译:儿童肥胖预防计划:集群随机对照试验,以评估预防和治疗儿童肥胖的严重游戏

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Background Health games provide opportunities for the treatment and prevention of childhood obesity. We developed a motion-controlled serious game for children that addresses 3 core topics of nutrition, physical activity, and stress coping. It is the first serious game that extensively targets the dietary energy density principle (DED-P) in relation to nutrition. The game is intended to provide an additional educational component for the prevention and treatment of obesity in children. Objective The Kids Obesity Prevention study aimed to evaluate the newly developed game and to evaluate how well children are able to understand and apply the DED-P. Methods This cluster randomized controlled trial collected data from 82 primary school children aged 9 to 12 years and their parents at baseline (T0), at 2 weeks after study commencement (T1), and at the 4-week follow-up (T2). The dropout rate was 3.6%. The intervention group (IG) played the game within 2 weeks (2 sessions with different game modules). One part of the game involves selection of food with the lower energy density when presented with a pair of foods. This allows assessment of whether the children have understood the DED-P and whether they can apply it to unknown foods under time pressure. The control group (CG) received a brochure about the food pyramid concept and physical activity. The primary outcome was the gain in knowledge (nutrition and stress coping) and measured with a pretested questionnaire. The secondary outcomes were the maintenance of knowledge, application of the DED-P, feelings during game play, game acceptance, and behavioral measures (physical activity, media consumption, and dietary intake). Results The knowledge score ranging from 0 to 100 increased from T0 (IG: 53 [SD 10], CG: 50 [SD 11]) to T1 (IG: 69 [SD 11], CG: 52 [SD 12]) in IG versus CG ( P &.001). At T2, the knowledge score of IG remained at the same level as that of T1. Game data showed that after DED-P education, the classification under time pressure of unknown versus known food pairs according to their DED category was similar (hit rate around 70%). Overall, 95% of the children liked the game very much or much. No group changes were observed at the behavioral level. Conclusions The Kids Obesity Prevention program sustainably increased knowledge in the areas of nutrition and stress coping, and children were able to apply the DED-P. Trial Registration ClinicalTrials.gov NCT02551978; https://clinicaltrials.gov/ct2/show/NCT02551978
机译:背景卫生游戏为治疗和预防儿童肥胖提供了机会。我们为营养,身体活动和应力应对的3个核心主题开发了一个运动控制的严肃游戏。这是第一个严重的游戏,广泛地针对营养的膳食能量密度原理(DED-P)。游戏旨在为儿童肥胖的预防和治疗提供额外的教育组成部分。目标儿童肥胖预防研究旨在评估新开发的游戏并评估儿童能够理解和应用DED-P的程度。方法此类随机对照试验收集了9至12岁儿童的数据,并在学习开始(T1)后2周,在4周后2周,在基线(T0),并在4周随访(T2)。辍学率为3.6%。干预组(IG)在2周内在比赛中播放了比赛(2个与不同的游戏模块)。游戏的一部分涉及在用一副食物呈现时选择具有较低能量密度的食物。这允许评估儿童是否已理解DED-P以及它们是否可以将其应用于在时间压力下的未知食品中。对照组(CG)收到了关于食物金字塔概念和身体活动的小册子。主要结果是知识增益(营养和应力应对),并用预先测试的问卷测量。二次结果是维持知识,在游戏过程中的DED-P,感受的应用,游戏接受和行为措施(身体活动,媒体消费和饮食摄入)。结果IG中的T0(Ig:53 [SD 10],CG:50 [SD 11])增加到0至100的知识分数增加到IG中的T1(Ig:69 [SD11],CG:52 [SD 12])与cg(p& .001)。在T2,IG的知识评分与T1的知识得分保持在相同的水平。游戏数据显示,在DED-P教育之后,根据其DED类别的未知与已知食物对的时间压力的分类相似(命中率约为70%)。总的来说,95%的孩子非常喜欢游戏。在行为水平上没有观察到群体变化。结论儿童肥胖预防计划可持续增加营养和压力应对领域的知识,儿童能够申请DED-P。试用注册ClinicalTrials.gov NCT02551978; https://clinicaltrials.gov/ct2/show/nct02551978.

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