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Feasibility and Acceptability of ‘VitaVillage’: A Serious Game for Nutrition Education

Computer games have previously been used to improve nutrition knowledge in children. This paper describes the acceptability and feasibility of a serious game, “VitaVillage”, for improving child nutrition knowledge. VitaVillage is a farming-style game in which the player undertakes quests and complet...

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Autores principales: de Vlieger, Nienke M., Sainsbury, Lachlan, Smith, Shamus P., Riley, Nicholas, Miller, Andrew, Collins, Clare E., Bucher, Tamara
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8746846/
https://www.ncbi.nlm.nih.gov/pubmed/35011063
http://dx.doi.org/10.3390/nu14010189
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author de Vlieger, Nienke M.
Sainsbury, Lachlan
Smith, Shamus P.
Riley, Nicholas
Miller, Andrew
Collins, Clare E.
Bucher, Tamara
author_facet de Vlieger, Nienke M.
Sainsbury, Lachlan
Smith, Shamus P.
Riley, Nicholas
Miller, Andrew
Collins, Clare E.
Bucher, Tamara
author_sort de Vlieger, Nienke M.
collection PubMed
description Computer games have previously been used to improve nutrition knowledge in children. This paper describes the acceptability and feasibility of a serious game, “VitaVillage”, for improving child nutrition knowledge. VitaVillage is a farming-style game in which the player undertakes quests and completes questions aimed at increasing several aspects of nutrition and healthy eating knowledge. Children aged 9–12 years in two primary schools (control vs. intervention) completed a nutrition knowledge questionnaire at baseline (T1) and after 1 week (T2). Participants at the intervention school (n = 75) played VitaVillage for 20 minutes on two occasions. Control participants (n = 94) received no nutrition education. Likeability question scores and written feedback from intervention participants was reported qualitatively. Paired sample t-tests were used to compare T1 and T2 nutrition knowledge changes between control and intervention participants. Engagement with VitaVillage improved children’s overall nutrition knowledge (Mean increase of 2.25 points between T1 and T2, Standard Deviation (SD) 6.31, p = 0.035) compared to controls. The game was liked overall (mean score 77 (SD 24.6) on scale of 0–100) and positive feedback was given. Results indicate that VitaVillage has the potential to be successful as a nutrition education tool. In the future, VitaVillage’s content and gameplay will be revised, extended and evaluated for its long-term impact on eating behaviour and knowledge changes.
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spelling pubmed-87468462022-01-11 Feasibility and Acceptability of ‘VitaVillage’: A Serious Game for Nutrition Education de Vlieger, Nienke M. Sainsbury, Lachlan Smith, Shamus P. Riley, Nicholas Miller, Andrew Collins, Clare E. Bucher, Tamara Nutrients Article Computer games have previously been used to improve nutrition knowledge in children. This paper describes the acceptability and feasibility of a serious game, “VitaVillage”, for improving child nutrition knowledge. VitaVillage is a farming-style game in which the player undertakes quests and completes questions aimed at increasing several aspects of nutrition and healthy eating knowledge. Children aged 9–12 years in two primary schools (control vs. intervention) completed a nutrition knowledge questionnaire at baseline (T1) and after 1 week (T2). Participants at the intervention school (n = 75) played VitaVillage for 20 minutes on two occasions. Control participants (n = 94) received no nutrition education. Likeability question scores and written feedback from intervention participants was reported qualitatively. Paired sample t-tests were used to compare T1 and T2 nutrition knowledge changes between control and intervention participants. Engagement with VitaVillage improved children’s overall nutrition knowledge (Mean increase of 2.25 points between T1 and T2, Standard Deviation (SD) 6.31, p = 0.035) compared to controls. The game was liked overall (mean score 77 (SD 24.6) on scale of 0–100) and positive feedback was given. Results indicate that VitaVillage has the potential to be successful as a nutrition education tool. In the future, VitaVillage’s content and gameplay will be revised, extended and evaluated for its long-term impact on eating behaviour and knowledge changes. MDPI 2021-12-31 /pmc/articles/PMC8746846/ /pubmed/35011063 http://dx.doi.org/10.3390/nu14010189 Text en © 2021 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
de Vlieger, Nienke M.
Sainsbury, Lachlan
Smith, Shamus P.
Riley, Nicholas
Miller, Andrew
Collins, Clare E.
Bucher, Tamara
Feasibility and Acceptability of ‘VitaVillage’: A Serious Game for Nutrition Education
title Feasibility and Acceptability of ‘VitaVillage’: A Serious Game for Nutrition Education
title_full Feasibility and Acceptability of ‘VitaVillage’: A Serious Game for Nutrition Education
title_fullStr Feasibility and Acceptability of ‘VitaVillage’: A Serious Game for Nutrition Education
title_full_unstemmed Feasibility and Acceptability of ‘VitaVillage’: A Serious Game for Nutrition Education
title_short Feasibility and Acceptability of ‘VitaVillage’: A Serious Game for Nutrition Education
title_sort feasibility and acceptability of ‘vitavillage’: a serious game for nutrition education
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8746846/
https://www.ncbi.nlm.nih.gov/pubmed/35011063
http://dx.doi.org/10.3390/nu14010189
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