Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 2 de 2
Filter
Add more filters










Database
Language
Publication year range
1.
Am J Prev Med ; 40(1): 33-8, 2011 Jan.
Article in English | MEDLINE | ID: mdl-21146765

ABSTRACT

BACKGROUND: Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. PURPOSE: Evaluate outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, and adiposity. DESIGN: Two-group RCT; assessments occurred at baseline, immediately after Diab, immediately after Nano, and 2 months later. Data were collected in 2008-2009, and analyses were conducted in 2009-2010. SETTING/PARTICIPANTS: 133 children aged 10-12 years, initially between 50th percentile and 95th percentile BMI. INTERVENTION: Treatment group played Diab and Nano in sequence. Control Group played diet and physical activity knowledge-based games on popular websites. MAIN OUTCOME MEASURES: Servings of fruit, vegetable, and water; minutes of moderate to vigorous physical activity. At each point of assessment: 3 nonconsecutive days of 24-hour dietary recalls; 5 consecutive days of physical activity using accelerometers; and assessment of height, weight, waist circumference, and triceps skinfold. RESULTS: A repeated measures ANCOVA was conducted (analyzed in 2009-2010). Children playing these video games increased fruit and vegetable consumption by about 0.67 servings per day (p<0.018) but not water and moderate-to-vigorous physical activity, or body composition. CONCLUSIONS: Playing Diab and Nano resulted in an increase in fruit and vegetable intake. Research is needed on the optimal design of video game components to maximize change.


Subject(s)
Adiposity , Diet/psychology , Health Promotion/methods , Video Games/psychology , Analysis of Variance , Child , Exercise , Female , Fruit , Humans , Male , Vegetables
2.
Simul Gaming ; 41(4): 587-606, 2010 Aug 01.
Article in English | MEDLINE | ID: mdl-20711522

ABSTRACT

Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change.

SELECTION OF CITATIONS
SEARCH DETAIL
...