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HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study

BACKGROUND: The use of health games is a promising strategy for educating and promoting healthy lifestyle behaviors among children. OBJECTIVE: We aimed to describe the design and development of a serious game, called HelperFriend, and evaluate its feasibility, acceptability, and preliminary effects...

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Detalles Bibliográficos
Autores principales: Espinosa-Curiel, Ismael Edrein, Pozas-Bogarin, Edgar Efrén, Hernández-Arvizu, Maryleidi, Navarro-Jiménez, Maria Elena, Delgado-Pérez, Edwin Emeth, Martínez-Miranda, Juan, Pérez-Espinosa, Humberto
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9123542/
https://www.ncbi.nlm.nih.gov/pubmed/35522474
http://dx.doi.org/10.2196/33412
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author Espinosa-Curiel, Ismael Edrein
Pozas-Bogarin, Edgar Efrén
Hernández-Arvizu, Maryleidi
Navarro-Jiménez, Maria Elena
Delgado-Pérez, Edwin Emeth
Martínez-Miranda, Juan
Pérez-Espinosa, Humberto
author_facet Espinosa-Curiel, Ismael Edrein
Pozas-Bogarin, Edgar Efrén
Hernández-Arvizu, Maryleidi
Navarro-Jiménez, Maria Elena
Delgado-Pérez, Edwin Emeth
Martínez-Miranda, Juan
Pérez-Espinosa, Humberto
author_sort Espinosa-Curiel, Ismael Edrein
collection PubMed
description BACKGROUND: The use of health games is a promising strategy for educating and promoting healthy lifestyle behaviors among children. OBJECTIVE: We aimed to describe the design and development of a serious game, called HelperFriend, and evaluate its feasibility, acceptability, and preliminary effects in children in a pilot study. HelperFriend is a vicarious experiential video game designed to promote 3 lifestyle behaviors among young children: physical activity, healthy eating, and socioemotional wellness. METHODS: Participants aged 8 to 11 years were recruited from an elementary school and randomized to receive a healthy lifestyle behavior educational talk (control) or play six 30-minute sessions with HelperFriend (intervention). Assessments were conducted at baseline (T0) and after the intervention (ie, 4 weeks) (T1). The primary outcome was gain in knowledge. The secondary outcomes were intention to conduct healthy behaviors, dietary intake, and player satisfaction. RESULTS: Knowledge scores of intervention group participants increased from T0 to T1 for physical activity (t(14)=2.01, P=.03), healthy eating (t(14)=3.14, P=.003), and socioemotional wellness (t(14)=2.75, P=.008). In addition, from T0 to T1, the intervention group improved their intention to perform physical activity (t(14)=2.82, P=.006), healthy eating (t(14)=3.44, P=.002), and socioemotional wellness (t(14)=2.65, P=.009); and there was a reduction in their intake of 13 unhealthy foods. HelperFriend was well received by intervention group. CONCLUSIONS: HelperFriend appears to be feasible and acceptable for young children. In addition, this game seems to be a viable tool to help improve the knowledge, the intention to conduct healthy behaviors, and the dietary intake of children; however, a well-powered randomized controlled trial is needed to prove the efficacy of HelperFriend.
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spelling pubmed-91235422022-05-22 HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study Espinosa-Curiel, Ismael Edrein Pozas-Bogarin, Edgar Efrén Hernández-Arvizu, Maryleidi Navarro-Jiménez, Maria Elena Delgado-Pérez, Edwin Emeth Martínez-Miranda, Juan Pérez-Espinosa, Humberto JMIR Serious Games Original Paper BACKGROUND: The use of health games is a promising strategy for educating and promoting healthy lifestyle behaviors among children. OBJECTIVE: We aimed to describe the design and development of a serious game, called HelperFriend, and evaluate its feasibility, acceptability, and preliminary effects in children in a pilot study. HelperFriend is a vicarious experiential video game designed to promote 3 lifestyle behaviors among young children: physical activity, healthy eating, and socioemotional wellness. METHODS: Participants aged 8 to 11 years were recruited from an elementary school and randomized to receive a healthy lifestyle behavior educational talk (control) or play six 30-minute sessions with HelperFriend (intervention). Assessments were conducted at baseline (T0) and after the intervention (ie, 4 weeks) (T1). The primary outcome was gain in knowledge. The secondary outcomes were intention to conduct healthy behaviors, dietary intake, and player satisfaction. RESULTS: Knowledge scores of intervention group participants increased from T0 to T1 for physical activity (t(14)=2.01, P=.03), healthy eating (t(14)=3.14, P=.003), and socioemotional wellness (t(14)=2.75, P=.008). In addition, from T0 to T1, the intervention group improved their intention to perform physical activity (t(14)=2.82, P=.006), healthy eating (t(14)=3.44, P=.002), and socioemotional wellness (t(14)=2.65, P=.009); and there was a reduction in their intake of 13 unhealthy foods. HelperFriend was well received by intervention group. CONCLUSIONS: HelperFriend appears to be feasible and acceptable for young children. In addition, this game seems to be a viable tool to help improve the knowledge, the intention to conduct healthy behaviors, and the dietary intake of children; however, a well-powered randomized controlled trial is needed to prove the efficacy of HelperFriend. JMIR Publications 2022-05-06 /pmc/articles/PMC9123542/ /pubmed/35522474 http://dx.doi.org/10.2196/33412 Text en ©Ismael Edrein Espinosa-Curiel, Edgar Efrén Pozas-Bogarin, Maryleidi Hernández-Arvizu, Maria Elena Navarro-Jiménez, Edwin Emeth Delgado-Pérez, Juan Martínez-Miranda, Humberto Pérez-Espinosa. Originally published in JMIR Serious Games (https://games.jmir.org), 06.05.2022. 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 Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Espinosa-Curiel, Ismael Edrein
Pozas-Bogarin, Edgar Efrén
Hernández-Arvizu, Maryleidi
Navarro-Jiménez, Maria Elena
Delgado-Pérez, Edwin Emeth
Martínez-Miranda, Juan
Pérez-Espinosa, Humberto
HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study
title HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study
title_full HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study
title_fullStr HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study
title_full_unstemmed HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study
title_short HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study
title_sort helperfriend, a serious game for promoting healthy lifestyle behaviors in children: design and pilot study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9123542/
https://www.ncbi.nlm.nih.gov/pubmed/35522474
http://dx.doi.org/10.2196/33412
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