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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...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2021
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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. |
format | Online Article Text |
id | pubmed-8746846 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
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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