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Position of the Society for Nutrition Education and Behavior: The Importance of Including Environmental Sustainability in Dietary Guidance.营养教育与行为学会的立场:在饮食指南中纳入环境可持续性的重要性。
J Nutr Educ Behav. 2019 Jan;51(1):3-15.e1. doi: 10.1016/j.jneb.2018.07.006.
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Sources of nutrition information and level of nutrition knowledge among young adults in the Accra metropolis.阿克拉都会区青年获取营养信息的来源和营养知识水平。
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Assessing the effectiveness of nutrition interventions implemented among US college students to promote healthy behaviors: A systematic review.评估美国大学生中实施的营养干预措施促进健康行为的有效性:一项系统综述。
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用于营养教育的严肃游戏:关于大学生中年轻人的偏好、动机和行为的在线调查

Serious Games for Nutritional Education: Online Survey on Preferences, Motives, and Behaviors Among Young Adults at University.

作者信息

Holzmann Sophie Laura, Schäfer Hanna, Plecher David Alexander, Stecher Lynne, Klinker Gudrun Johanna, Groh Georg, Hauner Hans, Holzapfel Christina

机构信息

Institute for Nutritional Medicine, Else Kröner-Fresenius-Center for Nutritional Medicine, School of Medicine, Technical University of Munich, Munich, Germany.

Research Group Social Computing, Department of Informatics, Technical University of Munich, Garching, Germany.

出版信息

JMIR Serious Games. 2020 Jun 3;8(2):e16216. doi: 10.2196/16216.

DOI:10.2196/16216
PMID:32490847
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7301263/
Abstract

BACKGROUND

Data on nutritional information and digital gameplay are limited among young adults in Germany.

OBJECTIVE

This survey aimed to gather data on nutritional information sources and digital games for nutritional education (preferences, motives, and behaviors) among young adults at both Munich universities in Germany.

METHODS

An online survey was developed by an multidisciplinary research group using EvaSys, an in-house survey software. The questionnaire (47 items) covered questions about baseline characteristics (eg, housing situation and weight), nutrition (eg, nutritional information sources), and digital (nutritional) gameplay (eg, preferences, motives, and behaviors). A feedback field was also provided. This publication is based on a selection of 20 questions (7 baseline characteristics, 2 nutrition, 11 gameplay). Young adults, primarily Munich university students aged from 18 to 24 years, were invited to participate by digital and nondigital communication channels between 2016 and 2017. Statistical analyses were performed using Excel 2013 (Microsoft Corp) and R version 3.1.3 (R Foundation for Statistical Computing).

RESULTS

In total, 468 young adults (342/468, 73.1% women; 379/468, 81.0% university students) participated. Most of the participants (269/468, 57.5%) were aged 18 to 24 years with a BMI in the normal weight range (346/447, 77.4%). Mean body weight was 65.5 [SD 14.0] kg. Most participants reported getting nutritional information from the internet (372/467, 79.7%) and printed media (298/467, 63.8%), less than 1.0% (2/467, 0.4%) named digital games. Apps (100/461, 21.7%) and university/workplace (146/461, 31.7%) were the most desired sources for additional information about nutrition, while 10.0% (46/461, 10.0%) of participants stated wanting digital games. Almost two-thirds (293/468, 62.6%) of participants played digital games, while one-fifth (97/456, 21.3%) played digital games daily using smartphones or tablets. Finally, most respondents (343/468, 73.3%), mainly women, expressed interest in obtaining nutritional information during digital gameplay. However, significant gender differences were shown for nutritional acquisition behaviors and digital gameplay preferences, motives, and behaviors.

CONCLUSIONS

Our survey population reported playing digital games (especially men) and wanting nutritional information during digital gameplay (especially women). Furthermore, university or workplace are named as preferred settings for nutritional information. Therefore, a digital game app might have the potential to be a tool for nutritional education among young adults within the university or workplace environment.

摘要

背景

在德国的年轻人中,关于营养信息和数字游戏的数据有限。

目的

本次调查旨在收集德国慕尼黑两所大学的年轻人在营养教育方面的营养信息来源和数字游戏(偏好、动机和行为)的数据。

方法

一个多学科研究小组使用内部调查软件EvaSys开发了一项在线调查。问卷(47项)涵盖了关于基线特征(如住房情况和体重)、营养(如营养信息来源)以及数字(营养)游戏玩法(如偏好、动机和行为)的问题。还提供了一个反馈字段。本出版物基于对20个问题的选择(7个基线特征、2个营养问题、11个游戏玩法问题)。2016年至2017年期间,通过数字和非数字通信渠道邀请主要为年龄在18至24岁的慕尼黑大学生等年轻人参与。使用Excel 2013(微软公司)和R版本3.1.3(R统计计算基金会)进行统计分析。

结果

共有468名年轻人参与(342/468,73.1%为女性;379/468,81.0%为大学生)。大多数参与者(269/468,57.5%)年龄在18至24岁之间,体重指数处于正常体重范围(346/447,77.4%)。平均体重为65.5 [标准差14.0]千克。大多数参与者报告从互联网(372/467,79.7%)和印刷媒体(298/467,63.8%)获取营养信息,不到1.0%(2/467,0.4%)提到数字游戏。应用程序(100/461,21.7%)和大学/工作场所(146/461,31.7%)是获取更多营养信息最期望的来源,而10.0%(46/461,10.0%)的参与者表示想要数字游戏。近三分之二(293/468,62.6%)的参与者玩数字游戏,而五分之一(97/456,21.3%)的参与者每天使用智能手机或平板电脑玩数字游戏。最后,大多数受访者(343/468,73.3%),主要是女性,表示有兴趣在数字游戏过程中获取营养信息。然而,在营养获取行为以及数字游戏玩法偏好、动机和行为方面存在显著的性别差异。

结论

我们的调查对象报告玩数字游戏(尤其是男性),并希望在数字游戏过程中获取营养信息(尤其是女性)。此外,大学或工作场所被认为是获取营养信息的首选场所。因此,一款数字游戏应用程序有可能成为大学或工作场所环境中年轻人营养教育的工具。