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营养的游戏化:关于游戏化对尼日利亚青少年营养知识、态度和行为影响的初步研究。

Gamification of nutrition: A preliminary study on the impact of gamification on nutrition knowledge, attitude, and behaviour of adolescents in Nigeria.

作者信息

Ezezika Obidimma, Oh Jessica, Edeagu Ngozi, Boyo Warami

机构信息

1 Interdisciplinary Centre for Health and Society, University of Toronto, Scarborough, Canada.

2 African Centre for Innovation and Leadership Development, Abuja, Nigeria.

出版信息

Nutr Health. 2018 Sep;24(3):137-144. doi: 10.1177/0260106018782211. Epub 2018 Jul 5.

DOI:10.1177/0260106018782211
PMID:29974803
Abstract

BACKGROUND

: In Nigeria and many parts of sub-Saharan Africa, the availability of foods that are high in salt, sugar, and saturated fat is steadily increasing. This has led to an increase in the consumption of such foods among Nigerians, particularly among adolescents.

AIM

: This pilot study was undertaken to understand whether, and how, gamification of nutrition can have an impact on addressing the problem of unhealthy eating among Nigerian adolescents.

METHODS

: Gamification of nutrition through board games, clubs and vouchers was introduced in three secondary schools in Abuja, Nigeria over a span of three to four months. Semi-structured focus groups were conducted with grade 11 and 12 students in the three secondary schools. Participants were asked about their perceptions of the intervention and how it influenced their eating behaviour, attitudes and knowledge about nutrition.

RESULTS

: A total of 31 students participated in four focus groups. Participants reported that the intervention shifted their perceptions and preferences, leading them to alter their behaviour by incorporating more nutritious foods (such as fruits and vegetables) into their diet and engaging in more physical activity. Five themes emerged from the analyses: improved eating behaviour; increased physical activity; improved overall well-being; increased nutrition knowledge; and influencing others.

CONCLUSIONS

: The results from the focus groups suggest that gamification of nutrition can lead to improvements in dietary behaviour among adolescents over the short-term. More studies are needed to evaluate the long-term effects of nutrition interventions that use gamification techniques.

摘要

背景

在尼日利亚和撒哈拉以南非洲的许多地区,高盐、高糖和高脂肪食物的可获得性正在稳步增加。这导致尼日利亚人,尤其是青少年对这类食物的消费量上升。

目的

开展这项试点研究,以了解营养游戏化是否以及如何能够对解决尼日利亚青少年不健康饮食问题产生影响。

方法

在尼日利亚阿布贾的三所中学,历时三到四个月,通过棋盘游戏、俱乐部和代金券对营养进行游戏化。对这三所中学的11年级和12年级学生进行了半结构化焦点小组访谈。参与者被问及他们对该干预措施的看法,以及它如何影响他们的饮食行为、对营养的态度和知识。

结果

共有31名学生参加了四个焦点小组。参与者报告称,该干预措施改变了他们的认知和偏好,促使他们通过在饮食中增加更多营养食物(如水果和蔬菜)并增加体育活动来改变行为。分析得出五个主题:改善饮食行为;增加体育活动;改善整体幸福感;增加营养知识;以及影响他人。

结论

焦点小组的结果表明,营养游戏化在短期内可促使青少年的饮食行为得到改善。需要更多研究来评估使用游戏化技术的营养干预措施的长期效果。

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