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一款促进年轻人健康饮食的电脑游戏的设计与评估。

Design and evaluation of a computer game to promote a healthy diet for young adults.

作者信息

Peng Wei

机构信息

Department of Telecommunication, Information Studies, and Media, Michigan State University, East Lansing, MI 48824, USA.

出版信息

Health Commun. 2009 Mar;24(2):115-27. doi: 10.1080/10410230802676490.

DOI:10.1080/10410230802676490
PMID:19280455
Abstract

This article reports the development and evaluation of a computer game (RightWay Café) as a special medium to promote a healthy diet for young adults. Structural features of computer games, such as interactive tailoring, role playing, the element of fun, and narrative, were operationalized in the RightWay Café game to afford behavior rehearsal in a safe and entertaining way. Theories such as the health belief model, social cognitive theory, and theory of reasoned action guided the content design of the game to influence mediators of behavior change, including self-efficacy, perceived benefits, perceived barriers, and behavior change intention. A randomized controlled evaluation study with pretest, posttest, and follow-up design demonstrated that this game was effective in teaching nutrition and weight management knowledge and increasing people's self-efficacy and perceived benefits of healthy eating, as well as their intention to be on a healthy diet. Limited long-term effects were also found: participants in the game-playing group had greater self-efficacy than participants in the control group after 1 month. This study validates the computer game-based approach to health promotion for young adults. Limitations and implications are also discussed.

摘要

本文报告了一款电脑游戏(RightWay Café)的开发与评估情况,该游戏是促进年轻人健康饮食的一种特殊媒介。电脑游戏的结构特征,如交互式定制、角色扮演、趣味性元素和叙事等,在RightWay Café游戏中得以运用,以便以安全且有趣的方式进行行为演练。健康信念模型、社会认知理论和理性行动理论等指导了游戏的内容设计,以影响行为改变的中介因素,包括自我效能感、感知到的益处、感知到的障碍以及行为改变意图。一项采用前测、后测和随访设计的随机对照评估研究表明,这款游戏在传授营养和体重管理知识、增强人们的自我效能感以及对健康饮食的感知益处,以及他们进行健康饮食的意图方面是有效的。还发现了有限的长期效果:在1个月后,游戏组的参与者比对照组的参与者具有更高的自我效能感。本研究验证了基于电脑游戏促进年轻人健康的方法。同时也讨论了局限性和启示。

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