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A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods

BACKGROUND: Youths eat fewer fruits and vegetables than recommended. Effective methods are needed to increase and maintain their fruit and vegetable consumption. Goal setting has been an effective behavior change procedure among adults, but has had limited effectiveness among youths. Implementation...

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Autores principales: Thompson, Debbe, Bhatt, Riddhi, Lazarus, Melanie, Cullen, Karen, Baranowski, Janice, Baranowski, Tom
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications Inc. 2012
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3626159/
https://www.ncbi.nlm.nih.gov/pubmed/23612366
http://dx.doi.org/10.2196/resprot.2348
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author Thompson, Debbe
Bhatt, Riddhi
Lazarus, Melanie
Cullen, Karen
Baranowski, Janice
Baranowski, Tom
author_facet Thompson, Debbe
Bhatt, Riddhi
Lazarus, Melanie
Cullen, Karen
Baranowski, Janice
Baranowski, Tom
author_sort Thompson, Debbe
collection PubMed
description BACKGROUND: Youths eat fewer fruits and vegetables than recommended. Effective methods are needed to increase and maintain their fruit and vegetable consumption. Goal setting has been an effective behavior change procedure among adults, but has had limited effectiveness among youths. Implementation intentions are specific plans to facilitate goal attainment. Redefining goal setting to include implementation intentions may be an effective way to increase effectiveness. Video games offer a controlled venue for conducting behavioral research and testing hypotheses to identify mechanisms of effect. OBJECTIVE: This report describes the protocol that guided the design and evaluation of Squire’s Quest! II, a video game aimed to increase child fruit and vegetable consumption. METHODS: Squire’s Quest! II is a 10-episode videogame promoting fruit and vegetable consumption to 4th and 5th grade children (approximately 9-11 year old youths). A four group randomized design (n=400 parent/child dyads) was used to systematically test the effect of two types of implementation intentions (action, coping) on fruit and vegetable goal attainment and consumption of 4th and 5th graders. Data collection occurred at baseline, immediately post game-play, and 3 months later. Child was the unit of assignment. Three dietary recalls were collected at each data collection period by trained interviewers using the Nutrient Data System for Research (NDSR 2009). Psychosocial and process data were also collected. RESULTS: To our knowledge, this is the first research to explore the effect of implementation intentions on child fruit and vegetable goal attainment and consumption. CONCLUSIONS: This intervention will contribute valuable information regarding whether implementation intentions are effective with elementary age children. TRIAL REGISTRATION: ClinicalTrials.gov NCT01004094
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spelling pubmed-36261592013-04-22 A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods Thompson, Debbe Bhatt, Riddhi Lazarus, Melanie Cullen, Karen Baranowski, Janice Baranowski, Tom JMIR Res Protoc Original Paper BACKGROUND: Youths eat fewer fruits and vegetables than recommended. Effective methods are needed to increase and maintain their fruit and vegetable consumption. Goal setting has been an effective behavior change procedure among adults, but has had limited effectiveness among youths. Implementation intentions are specific plans to facilitate goal attainment. Redefining goal setting to include implementation intentions may be an effective way to increase effectiveness. Video games offer a controlled venue for conducting behavioral research and testing hypotheses to identify mechanisms of effect. OBJECTIVE: This report describes the protocol that guided the design and evaluation of Squire’s Quest! II, a video game aimed to increase child fruit and vegetable consumption. METHODS: Squire’s Quest! II is a 10-episode videogame promoting fruit and vegetable consumption to 4th and 5th grade children (approximately 9-11 year old youths). A four group randomized design (n=400 parent/child dyads) was used to systematically test the effect of two types of implementation intentions (action, coping) on fruit and vegetable goal attainment and consumption of 4th and 5th graders. Data collection occurred at baseline, immediately post game-play, and 3 months later. Child was the unit of assignment. Three dietary recalls were collected at each data collection period by trained interviewers using the Nutrient Data System for Research (NDSR 2009). Psychosocial and process data were also collected. RESULTS: To our knowledge, this is the first research to explore the effect of implementation intentions on child fruit and vegetable goal attainment and consumption. CONCLUSIONS: This intervention will contribute valuable information regarding whether implementation intentions are effective with elementary age children. TRIAL REGISTRATION: ClinicalTrials.gov NCT01004094 JMIR Publications Inc. 2012-11-21 /pmc/articles/PMC3626159/ /pubmed/23612366 http://dx.doi.org/10.2196/resprot.2348 Text en ©Debbe Thompson, Riddhi Bhatt, Melanie Lazarus, Karen Cullen, Janice Baranowski, Tom Baranowski. Originally published in JMIR Research Protocols (http://www.researchprotocols.org), 21.11.2012. http://creativecommons.org/licenses/by/2.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Research Protocols, is properly cited. The complete bibliographic information, a link to the original publication on http://www.researchprotocols.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Thompson, Debbe
Bhatt, Riddhi
Lazarus, Melanie
Cullen, Karen
Baranowski, Janice
Baranowski, Tom
A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods
title A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods
title_full A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods
title_fullStr A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods
title_full_unstemmed A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods
title_short A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods
title_sort serious video game to increase fruit and vegetable consumption among elementary aged youth (squire’s quest! ii): rationale, design, and methods
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3626159/
https://www.ncbi.nlm.nih.gov/pubmed/23612366
http://dx.doi.org/10.2196/resprot.2348
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