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1.
Simul Gaming ; 47(4): 490-516, 2016 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-27547019

RESUMO

BACKGROUND: Playing Escape from DIAB (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. AIM: This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. METHOD: The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. RESULTS: Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. CONCLUSIONS: Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes.

2.
Games Health J ; 2(3): 150-7, 2013 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-26196727

RESUMO

OBJECTIVE: To inform child obesity prevention programs, the current article identified what children thought were the most important goals, values, and perceived barriers related to healthy eating and physical activity (PA) within a serious videogame for health, "Escape from Diab" (Archimage Inc., Houston, TX). SUBJECTS AND METHODS: One hundred three children, 10-12 years of age, played "Escape from Diab." During game play the children were presented with a menu of goals, values, and barriers from which they selected the ones most important to them. The children's selections were transmitted to a central server and stored in a database. Frequencies were calculated and reported. RESULTS: The most important diet-related values and reasons for children were getting good grades and being healthy and fit. The most often reported barrier for fruit intake was that it does not fill you up, and for vegetable intake it was that availability at home was limited. Also, limited availability of bottled water at home was an often chosen barrier. PA-related important values and reasons were not missing school and having energy to do homework. Children preferred to limit sedentary activities for only 30 minutes rather than for 60 minutes. The most frequently mentioned barrier for reducing inactivity was "feeling too tired to do anything else." CONCLUSIONS: These findings provide important input for future obesity prevention videogames attempting to motivate children to set healthy diet and PA goals.

3.
Pediatrics ; 129(3): e636-42, 2012 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-22371457

RESUMO

OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those receiving an inactive video game, and whether the effect would be greater among children in unsafe neighborhoods, who might not be allowed to play outside. METHODS: Participants were children 9 to 12 years of age, with a BMI >50th percentile, but <99th percentile; none of these children a medical condition that would preclude physical activity or playing video games. A randomized clinical trial assigned children to receiving 2 active or 2 inactive video games, the peripherals necessary to run the games, and a Wii console. Physical activity was monitored by using accelerometers for 5 weeks over the course of a 13-week experiment. Neighborhood safety was assessed with a 12 item validated questionnaire. RESULTS: There was no evidence that children receiving the active video games were more active in general, or at anytime, than children receiving the inactive video games. The outcomes were not moderated by parent perceived neighborhood safety, child BMI z score, or other demographic characteristics. CONCLUSIONS: These results provide no reason to believe that simply acquiring an active video game under naturalistic circumstances provides a public health benefit to children.


Assuntos
Proteção da Criança , Atividade Motora/fisiologia , Obesidade/etiologia , Jogos de Vídeo/efeitos adversos , Jogos de Vídeo/classificação , Antropometria , Índice de Massa Corporal , Criança , Feminino , Humanos , Masculino , Obesidade/epidemiologia , Obesidade/prevenção & controle , Valores de Referência , Medição de Risco , Fatores de Tempo , Estados Unidos , Jogos de Vídeo/estatística & dados numéricos
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