Nutrition and health information presented on food labels has varying impacts on portion sizes consumed, from increased to decreased intake. Recommendations for future research include evaluating more recent food label types and achieving more consistent reporting standards.
Snacking has become more prevalent in developed countries. While poor food choices pose health risks, nutritious choices contribute important nutrients to overall dietary intakes. Young adults consumer snacks frequently and nutritious choices should be promoted among this group. However, how young adults define the term 'nutritious' currently and how they evaluate the nutritiousness of various snack foods required further investigation. The current study used a mixed methods design with 115 young adults invited to sort 32 commonly available snack foods into a line ranging from 'not nutritious' to 'very nutritious'. The sorting data was analysed by hierarchical cluster analysis and multi-dimensional scaling (MDS) analysis. Participants were also asked to define the word 'nutritious', with definitions then categorized and number of counts per category analysed. Predictors of perceived snack nutritiousness were sugar (β = -0.45, P < 0.005), fat (β = -0.43, P < 0.05), nut (β = 0.45, P < 0.05) and fruit/vegetable (β = 0.33, P < 0.05) content. Level of food processing was significantly related to perceived nutritiousness (β = 0.79, P=<0.05). The terms given within the definitions most frequently were: 'vitamins' (40%), 'good for body/body needs' (40%), 'minerals' (39%), 'low in sugars' (36%), 'protein' (32%), 'healthy' (28%) and 'long lasting source of energy' (27%). Results of the current study provide first insight into how young adults interpret the term 'nutritious'. This could help in the design of more effective nutrition education materials and food product labels to guide healthy choices in this age group.
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 (n = 75) played VitaVillage for 20 minutes on two occasions. Control participants (n = 94) received no nutrition education. Likeability question scores and written feedback from intervention participants was reported qualitatively. Paired sample t-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, p = 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.
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