Community Health Sciences/Institute for Health Research and Policy, School of Public Health, University of Illinois at Chicago, Chicago, Illinois.
Behavioral Health and Nutrition, College of Health Sciences, University of Delaware, Newark, Delaware.
Games Health J. 2020 Jun;9(3):197-207. doi: 10.1089/g4h.2019.0056. Epub 2020 Apr 15.
Obesity in children is a serious public health concern. Technology-based games that incorporate physical activity and nutrition education create an opportunity to engage youth to promote healthy behavior change to help address the obesity problem. "MyPlate Picks" (MPP) is a new digital educational exergame designed to facilitate movement, provide knowledge, enhance motivation, and encourage behavior change related to healthy eating and physical activity in youth. This article describes the development, formative work, and initial evaluation of the feasibility, acceptability, and preliminary outcomes. Development and formative testing was conducted. MPP focuses on physical activity and three "MyPlate" nutrition education areas: "make half your plate fruits and vegetables"; "avoid oversized portions"; and "drink water instead of sugary drinks"; and it provides opportunity for movement during gameplay. Two phases and multiple pilot groups of youth aged 7 to 13 years attending nutrition education programs ( = 48) were conducted by using single-group prepost designs. The first phase ( = 21) examined individual and team gameplay, and the second phase ( = 27) focused only on team gameplay. A self-report survey included questions on knowledge, acceptability, and behavioral intention. Knowledge scores from gameplay logs were also examined for the individual gameplay group. Across pilots, youth showed a mean increase of 11.8% on the knowledge survey. In-game knowledge scores in the individual gameplay group also showed a 12.5% increase in knowledge scores. Examination of post-gameplay behavioral intentions found strong reported intentions to eat more fruits and vegetables and get more physical activity. Majority of the youth reported that the game was a lot of fun. The formative work and initial evaluation of MPP shows promising results for knowledge and behavioral intentions. The youth reported that the team play approach was more fun. Future evaluation is needed to examine the game in larger groups and by using other implementation approaches.
儿童肥胖是一个严重的公共卫生问题。基于技术的游戏结合了身体活动和营养教育,为吸引年轻人参与提供了机会,促进健康行为的改变,以帮助解决肥胖问题。“我的餐盘选择”(MPP)是一款新的数字教育运动游戏,旨在促进运动、提供知识、增强动机,并鼓励年轻人改变与健康饮食和身体活动相关的行为。本文介绍了该游戏的开发、形成性工作以及初步的可行性、可接受性和初步结果评估。 进行了开发和形成性测试。MPP 专注于身体活动和“我的餐盘”营养教育的三个领域:“使餐盘的一半为水果和蔬菜”;“避免超大份量”;“以水代替含糖饮料”;并在游戏过程中提供运动机会。通过使用单组前后设计,对年龄在 7 至 13 岁之间参加营养教育计划的青年进行了两个阶段和多个试点小组( = 48)。第一阶段( = 21)考察了个人和团队游戏,第二阶段( = 27)仅关注团队游戏。自我报告调查包括知识、可接受性和行为意向的问题。还检查了个人游戏组的游戏日志中的知识得分。 在试点中,年轻人的知识调查平均增加了 11.8%。个人游戏组的游戏内知识得分也显示知识得分增加了 12.5%。对游戏后行为意向的考察发现,年轻人强烈表示打算多吃水果和蔬菜,多进行身体活动。大多数年轻人表示游戏非常有趣。 MPP 的形成性工作和初步评估显示了知识和行为意向的有希望的结果。年轻人表示团队游戏的方式更有趣。未来需要进行更大规模的群体评估和使用其他实施方法来评估该游戏。