Can games change children's eating behaviour? A review of gamification and serious games

被引:67
作者
Chow, Ching Yue [1 ]
Riantiningtyas, Reisya Rizki [1 ]
Kanstrup, Mie Bojer [1 ]
Papavasileiou, Maria [1 ]
Liem, Gie Djin [2 ]
Olsen, Annemarie [1 ]
机构
[1] Univ Copenhagen, Food Design & Consumer Behav, Dept Food Sci, Fac Sci, Rolighedsvej 26, DK-1958 Frederiksberg C, Denmark
[2] Deakin Univ, Sch Exercise & Nutr Sci, Ctr Adv, Sensory Sci, 221 Burwood Hwy,13, Burwood, Vic 3125, Australia
关键词
SELF-DETERMINATION THEORY; PHYSICAL-ACTIVITY; NUTRITIONAL KNOWLEDGE; VEGETABLE CONSUMPTION; SQUIRES QUEST; ALIEN HEALTH; FOOD-INTAKE; ADVERGAMES; FRUIT; DIET;
D O I
10.1016/j.foodqual.2019.103823
中图分类号
TS2 [食品工业];
学科分类号
0832 ;
摘要
Gamification and serious games have increasingly been used in dietary interventions for children. This review evaluates these game-based interventions by examining the following questions: Can game-based approaches change children's eating behaviour (positively or negatively)? If yes, what game elements are characterised among the effective interventions? and, What are the potentials of applying game-based approaches to improve children's eating behaviour? Medline (Ovid), Scopus and PSYCINFO were used to identify experimental studies. Forty-three studies, including video or physical games and gamification, were identified and presented in four topics according to the study aim and eating behaviour target: 1) increase fruit and vegetable intake, 2) modify snacking behaviour, 3) encourage food exploration, and 4) promote healthy eating. Both gamifications and serious games can enhance children's fruit and vegetable intake, and promote healthy eating behaviour by improving their nutritional knowledge and attitudes. They may also encourage children's food exploration to increase novel food acceptance and reduce picky eating behaviour. However, playing snack-promoting games (advergames) significantly increases children's subsequent snack intake, and profound effects were found for unhealthy snacks. As game elements, rewards were repeatedly used across studies to incentivise behaviour change. The combination of narrative context, feedback, progress and challenge was frequently used to motivate and engage children to establish healthy eating behaviour. In conclusion, game-based interventions have potential for increasing fruit and vegetable intake and educating children about healthy eating. Further research is needed to examine long-term effects and the underlying mechanisms for behavioural change.
引用
收藏
页数:16
相关论文
共 66 条
  • [1] Kaledo, a new educational board-game, gives nutritional rudiments and encourages healthy eating in children: a pilot cluster randomized trial
    Amaro, Salvatore
    Viggiano, Alessandro
    Di Costanzo, Anna
    Madeo, Ida
    Viggiano, Andrea
    Baccari, Maria Ena
    Marchitelli, Elena
    Raia, Maddalena
    Viggiano, Emanuela
    Deepak, Sunil
    Monda, Marcellino
    De Luca, Bruno
    [J]. EUROPEAN JOURNAL OF PEDIATRICS, 2006, 165 (09) : 630 - 635
  • [2] The impact of instrumental feeding on children's responses to taste exposure
    Anez, E.
    Remington, A.
    Wardle, J.
    Cooke, L.
    [J]. JOURNAL OF HUMAN NUTRITION AND DIETETICS, 2013, 26 (05) : 415 - 420
  • [3] The "I's" Have It: A Framework for Serious Educational Game Design
    Annetta, Leonard A.
    [J]. REVIEW OF GENERAL PSYCHOLOGY, 2010, 14 (02) : 105 - 112
  • [4] [Anonymous], J INTERACTIVE ADVERT
  • [5] [Anonymous], MEAL SPECIFIC DIETAR
  • [6] [Anonymous], SERIOUS GAMES OVERVI
  • [7] Efficacy and acceptability of an Internet platform to improve the learning of nutritional knowledge in children: the ETIOBE mates
    Banos, R. M.
    Cebolla, A.
    Oliver, E.
    Alcaniz, M.
    Botella, C.
    [J]. HEALTH EDUCATION RESEARCH, 2013, 28 (02) : 234 - 248
  • [8] Squire's quest! Dietary outcome evaluation of a multimedia game
    Baranowski, T
    Baranowski, J
    Cullen, KW
    Marsh, T
    Islam, N
    Zakeri, I
    Honess-Morreale, L
    DeMoor, C
    [J]. AMERICAN JOURNAL OF PREVENTIVE MEDICINE, 2003, 24 (01) : 52 - 61
  • [9] Playing for real - Video games and stories for health-related behavior change
    Baranowski, Tom
    Buday, Richard
    Thompson, Debbe I.
    Baranowski, Janice
    [J]. AMERICAN JOURNAL OF PREVENTIVE MEDICINE, 2008, 34 (01) : 74 - 82
  • [10] Baranowski Tom, 2011, J Diabetes Sci Technol, V5, P229