2020
DOI: 10.3390/nu12051415
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A Serious Game Approach to Improve Food Behavior in Families—A Pilot Study

Abstract: The objective of this pilot study was to investigate the effect of a specially developed serious game to improve food behavior in families with children aged 5–13 years using mixed methods. Fourteen families were randomized into a game-group and a non-game-group and divided into age groups (game-children (GC), game-parents (GP), non-game-children (nGC), and non-game-parents (nGP)). The families completed a baseline test, a three-week intervention period with or without a game element, and a follow-up test. Qua… Show more

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Cited by 11 publications
(4 citation statements)
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“…Considering that ‘familiarity’ is a much more important motivation than ‘health aspects of food’ among the food choice motivations of neophobic individuals (68,94,99,101) , it is not surprising that experiential learning methods, such as cooking, gardening and tasting, are more promising for reducing food neophobia compared with nutrition education. While participating in gardening activities was effective in reducing the food neophobia of third-grade children (145) , playing a board game related to nutrients (146) and mindfulness exercises (mindful breathing and mindful raisin-eating) (141) were not found to be effective.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Considering that ‘familiarity’ is a much more important motivation than ‘health aspects of food’ among the food choice motivations of neophobic individuals (68,94,99,101) , it is not surprising that experiential learning methods, such as cooking, gardening and tasting, are more promising for reducing food neophobia compared with nutrition education. While participating in gardening activities was effective in reducing the food neophobia of third-grade children (145) , playing a board game related to nutrients (146) and mindfulness exercises (mindful breathing and mindful raisin-eating) (141) were not found to be effective.…”
Section: Resultsmentioning
confidence: 99%
“…Most studies showed that food neophobia could be reduced. However, the small number of intervention studies, the absence of a control group in some studies (143)(144)(145)(146)149) and differences in the characteristics of participants and types and intensities of interventions make it difficult to compare such studies. There is a need for better planned randomised controlled trials comparing different interventions.…”
Section: Discussionmentioning
confidence: 99%
“…The last two characteristics are also possessed through instructional content when playing games embedded in a computer [4]. Scientifically, this category of game is called a serious game [5], and it aids in making the learning process more interesting, fun, comfortable, effective, improves learning performance, student's skills, and behavior [5], [6].…”
Section: Introductionmentioning
confidence: 99%
“…Moreover, this tool may be particularly suitable for highly neophobic children, as it works through visual exposure [ 13 ]. Some traditional games, such as memory or board games, have been shown to have a positive influence on eating behaviors [ 14 , 15 ], and the ability of digital games to improve health and food habits has also been tested, taking advantage of their ability to promote interactivity, provide fun, and attract attention [ 16 ]. The “Veggies4myHeart” digital game was developed in Portugal and consists of 5 mini games, each featuring a vegetable superhero.…”
Section: Introductionmentioning
confidence: 99%