Food Design and Consumer Behavior Section, Department of Food Science, University of Copenhagen, Rolighedsvej 26, 1958 Frederiksberg C, Denmark.
Nutrients. 2020 May 14;12(5):1415. doi: 10.3390/nu12051415.
The objective of this pilot study was to investigate the effect of a specially developed serious game to improve food behavior in families with children aged 5-13 years using mixed methods. Fourteen families were randomized into a game-group and a non-game-group and divided into age groups (game-children (GC), game-parents (GP), non-game-children (nGC), and non-game-parents (nGP)). The families completed a baseline test, a three-week intervention period with or without a game element, and a follow-up test. Qualitative results showed a positive change in food behavior in all families. Quantitative results mainly showed an effect in food neophobia as a decrease was seen in all groups; however, it was only significant ( < 0.05) in three groups (GP, nGC, nGP). No changes were seen in willingness to taste, and only limited changes in liking and number of words used to describe the stimuli. In conclusion, qualitative results showed positive change in the children's food behavior in most families, indicating a positive effect of performing tastings and tasks together as a family-regardless of the presence of a game element. However, this was not as clear in the quantitative data, indicating that current quantitative tools are less suited to measure complex concepts like willingness to taste.
本初步研究旨在通过混合方法探究专门开发的严肃游戏对改善 5-13 岁儿童家庭饮食行为的影响。14 个家庭被随机分为游戏组和非游戏组,并按照年龄分组(游戏儿童组 [GC]、游戏父母组 [GP]、非游戏儿童组 [nGC] 和非游戏父母组 [nGP])。家庭完成基线测试、为期三周的干预期(有或没有游戏元素)和随访测试。定性结果显示,所有家庭的饮食行为都发生了积极变化。定量结果主要显示在食物恐惧方面的效果,所有组均出现下降,但仅在三组(GP、nGC 和 nGP)中具有统计学意义(<0.05)。对愿意品尝的意愿没有变化,只有对喜欢和描述刺激的词汇数量的变化有限。总之,定性结果显示,大多数家庭的儿童饮食行为发生了积极变化,表明一起进行品尝和任务对家庭的积极影响——无论是否存在游戏元素。然而,这在定量数据中并不明显,表明当前的定量工具不太适合测量意愿等复杂概念。