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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...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2019
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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. |
format | Online Article Text |
id | pubmed-6391648 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
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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