An Educational Video Game for Nutrition of Young People

Background. Playing Escape from Diab (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game tha...

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Veröffentlicht in:Simulation & gaming 2016-08, Vol.47 (4), p.490-516
Hauptverfasser: Ledoux, Tracey, Griffith, Melissa, Thompson, Debbe, Nguyen, Nga, Watson, Kathy, Baranowski, Janice, Buday, Richard, Abdelsamad Dina, Baranowski, Tom
Format: Artikel
Sprache:eng
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Zusammenfassung:Background. Playing Escape from Diab (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition.Aim. This article describes the process of designing and developing the educational mini-games. A second purpose is to explore the experience of children while playing the games.Method. The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games.Results. Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach.Conclusions. Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes.
ISSN:1046-8781
1552-826X
DOI:10.1177/1046878116633331