College of Engineering, Science and Environment, School of Environmental and Life Sciences, The University of Newcastle, Callaghan, NSW 2308, Australia.
Priority Research Centre in Physical Activity and Nutrition, The University of Newcastle, Callaghan, NSW 2308, Australia.
Nutrients. 2021 Dec 31;14(1):189. doi: 10.3390/nu14010189.
Computer games have previously been used to improve nutrition knowledge in children. This paper describes the acceptability and feasibility of a serious game, "VitaVillage", for improving child nutrition knowledge. VitaVillage is a farming-style game in which the player undertakes quests and completes questions aimed at increasing several aspects of nutrition and healthy eating knowledge. Children aged 9-12 years in two primary schools (control vs. intervention) completed a nutrition knowledge questionnaire at baseline (T1) and after 1 week (T2). Participants at the intervention school ( = 75) played VitaVillage for 20 minutes on two occasions. Control participants ( = 94) received no nutrition education. Likeability question scores and written feedback from intervention participants was reported qualitatively. Paired sample -tests were used to compare T1 and T2 nutrition knowledge changes between control and intervention participants. Engagement with VitaVillage improved children's overall nutrition knowledge (Mean increase of 2.25 points between T1 and T2, Standard Deviation (SD) 6.31, = 0.035) compared to controls. The game was liked overall (mean score 77 (SD 24.6) on scale of 0-100) and positive feedback was given. Results indicate that VitaVillage has the potential to be successful as a nutrition education tool. In the future, VitaVillage's content and gameplay will be revised, extended and evaluated for its long-term impact on eating behaviour and knowledge changes.
电脑游戏此前已被用于提高儿童的营养知识。本文描述了一款名为“VitaVillage”的严肃游戏提高儿童营养知识的可接受性和可行性。VitaVillage 是一款农场风格的游戏,玩家接受任务并回答旨在增加几个营养和健康饮食知识方面的问题。两所小学的 9-12 岁儿童(对照组与干预组)在基线(T1)和 1 周后(T2)完成了营养知识问卷。干预学校的参与者(n=75)两次玩了 20 分钟的 VitaVillage。对照组参与者(n=94)未接受营养教育。干预参与者的喜好度评分和书面反馈以定性方式报告。采用配对样本 t 检验比较对照组和干预组参与者 T1 和 T2 营养知识变化。与对照组相比,VitaVillage 提高了儿童的整体营养知识(T1 和 T2 之间的平均增加 2.25 分,标准偏差(SD)6.31, = 0.035)。该游戏总体上受到欢迎(0-100 分制的平均得分为 77(SD 24.6)),并收到了积极的反馈。结果表明,VitaVillage 有潜力成为一种成功的营养教育工具。未来,将对 VitaVillage 的内容和游戏玩法进行修订、扩展,并评估其对饮食行为和知识变化的长期影响。