The Kids Obesity Prevention Program: Cluster Randomized Controlled Trial to Evaluate a Serious Game for the Prevention and Treatment of Childhood Obesity
Abstract:Background
Health games provide opportunities for the treatment and prevention of childhood obesity. We developed a motion-controlled serious game for children that addresses 3 core topics of nutrition, physical activity, and stress coping. It is the first serious game that extensively targets the dietary energy density principle (DED-P) in relation to nutrition. The game is intended to provide an additional educational component for the prevention and treatment of obesity in children.
… Show more
Currently, one of the main public health problems among children and adolescents is poor adherence to healthy habits, leading to increasingly high rates of obesity and the comorbidities that accompany obesity. Early interventions are necessary, and among them, the use of gamification can be an effective method. The objective was to analyse the effect of game-based interventions (gamification) for improving nutritional habits, knowledge, and changes in body composition. A systematic review and meta-analysis were performed in CINAHL, EMBASE, LILACS, MEDLINE, SciELO, and Scopus databases, following the PRISMA recommendations. There was no restriction by year of publication or language. Only randomized controlled trials were included. Twenty-three articles were found. After the intervention, the consumption of fruit and vegetables increased, as well as the knowledge on healthy food groups. The means difference showed a higher nutritional knowledge score in the intervention group 95% CI 0.88 (0.05–1.75). No significant effect of gamification was found for body mass index z-score. Gamification could be an effective method to improve nutritional knowledge about healthier nutritional habits. Promoting the development of effective educational tools to support learning related to nutrition is necessary in order to avoid and prevent chronic diseases.
Currently, one of the main public health problems among children and adolescents is poor adherence to healthy habits, leading to increasingly high rates of obesity and the comorbidities that accompany obesity. Early interventions are necessary, and among them, the use of gamification can be an effective method. The objective was to analyse the effect of game-based interventions (gamification) for improving nutritional habits, knowledge, and changes in body composition. A systematic review and meta-analysis were performed in CINAHL, EMBASE, LILACS, MEDLINE, SciELO, and Scopus databases, following the PRISMA recommendations. There was no restriction by year of publication or language. Only randomized controlled trials were included. Twenty-three articles were found. After the intervention, the consumption of fruit and vegetables increased, as well as the knowledge on healthy food groups. The means difference showed a higher nutritional knowledge score in the intervention group 95% CI 0.88 (0.05–1.75). No significant effect of gamification was found for body mass index z-score. Gamification could be an effective method to improve nutritional knowledge about healthier nutritional habits. Promoting the development of effective educational tools to support learning related to nutrition is necessary in order to avoid and prevent chronic diseases.
“…To date, four research groups took the initiative to develop multidisciplinary serious games including different game modules that can be used to promote healthy behaviors in children with obesity. Three of them were recently published ( Espinosa-Curiel et al, 2020 ; Mack et al, 2020 ; Ruggiero et al, 2020 ), while one is still in progress ( Mâsse et al, 2020 ). The overall content (i.e., available online) and outcome goals were to provide knowledge, enhance motivation, and encourage behavior change related to healthy eating, PA, and stress coping.…”
Section: Multidisciplinary Serious Gamementioning
confidence: 99%
“…A subsequent study by Mack et al (2020) assessing the effects of their multidisciplinary game among children aged 8–12 years, indicated that players increased knowledge in the areas of nutrition and stress coping, and were able to apply the dietary energy density principle of nutrition education. The stress coping is an important factor in weight regulation, as stress can be associated with poor dietary habits and low physical activity, especially when an individual faces challenges that surpass his or her coping skills ( Mack et al, 2020 ). No changes at the behavioral level (e.g., media consumption and PA level) occurred because of the study focus (i.e., nutrition education) and design.…”
Section: Multidisciplinary Serious Gamementioning
confidence: 99%
“…The last type aimed to provide knowledge, enhance motivation, and encourage behavior change related to healthy eating, PA, and stress coping (i.e., multidisciplinary serious games). Current studies showed that playing serious games might contribute to tackling childhood obesity ( Mack et al, 2020 ; Ruggiero et al, 2020 ). Despite the major importance of this finding, the use of serious games as a validated intervention in clinical practice requires further clarifications on some methodological aspects ( Lu et al, 2013 ; Dias et al, 2018 ).…”
Childhood obesity has become a global public health issue. Today, there are opportunities to promote health through technological devices such as serious games. Despite the major advancement of this field of research, the use of serious games as a validated intervention in clinical practice requires further clarifications on some methodological aspects. In this perspective article, we report the pros and cons of existing serious games. Besides, we attempt to propose a new methodology of design of a serious game that could help to cope with childhood obesity. The proposed idea consists of a serious game in virtual reality based on enjoyment, movement, education, and executive functioning (EF) training. Longitudinal studies and solid research protocol would certainly ensure consistency and aid interpretation.
“…The principles of weight management aim to reduce energy intake by improving diet and eating habits, i.e., modifications in the macronutrient distribution of energy intake, and to enhance energy expenditure by increasing physical activity and avoiding a sedentary lifestyle [ 4 ]. From a nutritional point of view, portion size and energy density [ 5 , 6 ] of foods as well as eating frequency [ 7 ] are key factors of weight management [ 8 ]. In view of the increase in portion sizes over recent decades, it is important to be familiar with appropriate food portion sizes [ 9 ].…”
Purpose: The influence of dishware on portion size perception in children and adolescents is inconclusive. This study investigated how children and adolescents with both obesity and a normal weight perceived portion size in different sized and shaped dishware items. Methods: The study included 60 children and adolescents with overweight and obesity (OBE) and 27 children and adolescents with normal weight (NW) aged from 9 to 17 years. The participants estimated quantities in three pairs of drinking glasses, one pair of bowls and two pairs of plates which varied in size and shape. The children were instructed to state intuitively which portion they would choose for big or small thirst/hunger. Thereafter they were asked to determine the exact amount by answering which dishware item contained the larger/smaller portion (cognitive evaluation). Results: There were no substantial differences in the intuitive evaluation of portion sizes between OBE and NW. During the cognitive evaluation, OBE estimated the amount of water in the glasses more correctly compared to NW (61% vs. 43%; p = 0.008); OBE estimated the amount of lentils in the bowls and on the plates significantly less correctly (39%) compared to NW (56%; p = 0.013). Conclusions: Habit formation and environmental stimuli might play a greater role in estimating food amounts in dishware than the child’s and adolescent’s body weight.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.