Videogames That Encourage Healthy Behavior Did Not Alter Fasting Insulin or Other Diabetes Risks in Children: Randomized Clinical Trial

被引:16
作者
Baranowski, Tom [1 ]
Baranowski, Janice [1 ]
Chen, Tzu-An [2 ]
Buday, Richard [3 ]
Beltran, Alicia [1 ]
Dadabhoy, Hafza [1 ]
Ryan, Courtney [1 ]
Lu, Amy S. [4 ,5 ]
机构
[1] Baylor Coll Med, Dept Pediat, USDA ARS Childrens Nutr Res Ctr, 1100 Bates St, Houston, TX 77030 USA
[2] Univ Houston, Hlth Res Inst, Houston, TX USA
[3] Archimage Inc, Houston, TX USA
[4] Northeastern Univ, Hlth Technol Lab, Dept Commun Studies, Coll Arts Media & Design, Boston, MA 02115 USA
[5] Northeastern Univ, Dept Hlth Sci, Bouve Coll Hlth Sci, Boston, MA 02115 USA
基金
美国国家卫生研究院;
关键词
Videogames; Nutrition; Dietary behavior; Diabetes risk; CHILDHOOD OBESITY; PHYSICAL-ACTIVITY; SELF-MANAGEMENT; STORY IMMERSION; YOUNG-PEOPLE; GAMES; FRUIT; INTERVENTION; ADOLESCENTS; PREVENTION;
D O I
10.1089/g4h.2018.0097
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: Previous research indicates games for health have substantial promise in promoting change in children's diet and physical activity (PA) behavior for obesity and diabetes prevention, but the research has generally not been rigorous. The study reported here was an efficacy trial of two role-playing videogames played in sequence, "Escape from Diab" (hereinafter called Diab) and "Nanoswarm: Invasion from Inner Space" (hereinafter called Nano), on diabetes and obesity risk factors: fasting insulin and body mass index (BMI), and risk-related behaviors: diet, PA, and sedentary behavior (SB). Design: A two-group (treatment vs. wait list control) randomized clinical trial was used with baseline, immediate postintervention (similar to 3 months postbaseline), and 2 months postassessments. Intervention: Diab and Nano were desktop or laptop role-playing videogames with nine sessions (each episode/session lasting similar to 60 minutes). Two storylines attempted to immerse players and used ethnically diverse characters to model desired behaviors. Tailored goal setting, problem solving, and motivational statements were used. Methods: A sample of 200 overweight or obese children (ages 10-12 years from 85th to 99th BMI percentile [%ile]) was recruited, primarily using a volunteer list. Fasting insulin was the primary dependent variable. BMI, fruit, vegetable and sweetened beverage intakes, PA, and SBs were secondary outcomes. Generalized linear mixed models were used to test for the treatment effects. Results: No significant differences were detected in any of the tested outcome variables. Conclusions: The lack of differences may indicate that games cannot change dietary behaviors and thereby not change-related clinical outcomes. Alternatively, there seem to have been changes in (1) the types of videogames children expect and like to play since a pilot study was conducted, (2) productization challenges, and/or (3) problems in staff management of the trial. All may have contributed to the lack of effect.
引用
收藏
页码:257 / 264
页数:8
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