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Digital Gaming for Nutritional Education: A Survey on Preferences, Motives, and Needs of Children and Adolescents

BACKGROUND: Use of novel information and communication technologies are frequently discussed as promising tools to prevent and treat overweight and obesity in children and adolescents. OBJECTIVE: This survey aims to describe the preferences, motives, and needs of children and adolescents regarding n...

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Autores principales: Holzmann, Sophie Laura, Dischl, Felicitas, Schäfer, Hanna, Groh, Georg, Hauner, Hans, Holzapfel, Christina
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6391648/
https://www.ncbi.nlm.nih.gov/pubmed/30758290
http://dx.doi.org/10.2196/10284
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author Holzmann, Sophie Laura
Dischl, Felicitas
Schäfer, Hanna
Groh, Georg
Hauner, Hans
Holzapfel, Christina
author_facet Holzmann, Sophie Laura
Dischl, Felicitas
Schäfer, Hanna
Groh, Georg
Hauner, Hans
Holzapfel, Christina
author_sort Holzmann, Sophie Laura
collection PubMed
description BACKGROUND: Use of novel information and communication technologies are frequently discussed as promising tools to prevent and treat overweight and obesity in children and adolescents. OBJECTIVE: This survey aims to describe the preferences, motives, and needs of children and adolescents regarding nutrition and digital games. METHODS: We conducted a survey in 6 secondary schools in the southern region of Germany using a 43-item questionnaire. Questions referred to preferences, motives, and needs of children and adolescents regarding nutrition and digital games. In addition, knowledge regarding nutrition was assessed with 4 questions. We collected self-reported sociodemographic and anthropometric data. Descriptive statistical analyses were performed using SPSS. RESULTS: In total, 293 children and adolescents participated in the study, with ages 12-18 years (137 girls, 46.8%), weight 30.0-120.0 (mean 60.2 [SD 13.2]) kg, and height 1.4-2.0 (mean 1.7 [SD 0.1]) m. A total of 5.5% (16/290) correctly answered the 4 questions regarding nutrition knowledge. Study participants acquired digital nutritional information primarily from the internet (166/291, 57.0%) and television (97/291, 33.3%), while school education (161/291, 55.3%) and parents or other adults (209/291, 71.8%) were the most relevant nondigital information sources. Most participants (242/283, 85.5%) reported that they regularly play digital games. More than half (144/236, 61.0%) stated that they play digital games on a daily basis on their smartphones or tablets, and almost 70% (151/282, 66.5%) reported playing digital games for ≤30 minutes without any interruption. One-half of respondents (144/280, 51.4%) also stated that they were interested in receiving information about nutrition while playing digital games. CONCLUSIONS: This survey suggests that nutrition knowledge in children and adolescents might be deficient. Most children and adolescents play digital games and express interest in acquiring nutritional information during digital gameplay. A digital game with a focus on sound nutrition could be a potential educational tool for imparting nutrition knowledge and promoting healthier nutrition behaviors in children and adolescents.
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spelling pubmed-63916482019-03-15 Digital Gaming for Nutritional Education: A Survey on Preferences, Motives, and Needs of Children and Adolescents Holzmann, Sophie Laura Dischl, Felicitas Schäfer, Hanna Groh, Georg Hauner, Hans Holzapfel, Christina JMIR Form Res Original Paper BACKGROUND: Use of novel information and communication technologies are frequently discussed as promising tools to prevent and treat overweight and obesity in children and adolescents. OBJECTIVE: This survey aims to describe the preferences, motives, and needs of children and adolescents regarding nutrition and digital games. METHODS: We conducted a survey in 6 secondary schools in the southern region of Germany using a 43-item questionnaire. Questions referred to preferences, motives, and needs of children and adolescents regarding nutrition and digital games. In addition, knowledge regarding nutrition was assessed with 4 questions. We collected self-reported sociodemographic and anthropometric data. Descriptive statistical analyses were performed using SPSS. RESULTS: In total, 293 children and adolescents participated in the study, with ages 12-18 years (137 girls, 46.8%), weight 30.0-120.0 (mean 60.2 [SD 13.2]) kg, and height 1.4-2.0 (mean 1.7 [SD 0.1]) m. A total of 5.5% (16/290) correctly answered the 4 questions regarding nutrition knowledge. Study participants acquired digital nutritional information primarily from the internet (166/291, 57.0%) and television (97/291, 33.3%), while school education (161/291, 55.3%) and parents or other adults (209/291, 71.8%) were the most relevant nondigital information sources. Most participants (242/283, 85.5%) reported that they regularly play digital games. More than half (144/236, 61.0%) stated that they play digital games on a daily basis on their smartphones or tablets, and almost 70% (151/282, 66.5%) reported playing digital games for ≤30 minutes without any interruption. One-half of respondents (144/280, 51.4%) also stated that they were interested in receiving information about nutrition while playing digital games. CONCLUSIONS: This survey suggests that nutrition knowledge in children and adolescents might be deficient. Most children and adolescents play digital games and express interest in acquiring nutritional information during digital gameplay. A digital game with a focus on sound nutrition could be a potential educational tool for imparting nutrition knowledge and promoting healthier nutrition behaviors in children and adolescents. JMIR Publications 2019-02-13 /pmc/articles/PMC6391648/ /pubmed/30758290 http://dx.doi.org/10.2196/10284 Text en ©Sophie Laura Holzmann, Felicitas Dischl, Hanna Schäfer, Georg Groh, Hans Hauner, Christina Holzapfel. Originally published in JMIR Formative Research (http://formative.jmir.org), 13.02.2019. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Formative Research, is properly cited. The complete bibliographic information, a link to the original publication on http://formative.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Holzmann, Sophie Laura
Dischl, Felicitas
Schäfer, Hanna
Groh, Georg
Hauner, Hans
Holzapfel, Christina
Digital Gaming for Nutritional Education: A Survey on Preferences, Motives, and Needs of Children and Adolescents
title Digital Gaming for Nutritional Education: A Survey on Preferences, Motives, and Needs of Children and Adolescents
title_full Digital Gaming for Nutritional Education: A Survey on Preferences, Motives, and Needs of Children and Adolescents
title_fullStr Digital Gaming for Nutritional Education: A Survey on Preferences, Motives, and Needs of Children and Adolescents
title_full_unstemmed Digital Gaming for Nutritional Education: A Survey on Preferences, Motives, and Needs of Children and Adolescents
title_short Digital Gaming for Nutritional Education: A Survey on Preferences, Motives, and Needs of Children and Adolescents
title_sort digital gaming for nutritional education: a survey on preferences, motives, and needs of children and adolescents
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6391648/
https://www.ncbi.nlm.nih.gov/pubmed/30758290
http://dx.doi.org/10.2196/10284
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