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Review Nutrition Education and Dietary Behavior Change Games: A Scoping Review Tom Baranowski, PhD, 1 Courtney Ryan, MS, RD, 1 Andre ´ s Hoyos-Cespedes, 2 and Amy Shirong Lu, PhD 3,4 Abstract Games provide an attractive venue for engaging participants and increasing nutrition-related knowledge and dietary behavior change, but no review has appeared devoted to this literature. A scoping review of nutrition education and dietary behavior change videogames or interactive games was conducted. A systematic search was made of PubMed, Agricola, and Google Scholar. Information was abstracted from 22 publications. To be included, the publication had to include a videogame or interactive experience involving games (a videogame alone, minigames inserted into a larger multimedia experience, or game as part of a human-delivered intervention); game’s design objective was to influence dietary behavior, a psychosocial determinant of a dietary behavior, or nutrition knowledge (hereinafter referred to as diet-related); must have been reported in English and must have appeared in a professional publication, including some report of outcomes or results (thereby passing some peer review). This review was restricted to the diet-related information in the selected games. Diversity in targeted dietary knowledge and intake behaviors, targeted populations/audiences, game mechanics, behavioral theories, research designs, and findings was revealed. The diversity and quality of the research in general was poor, precluding a meta-analysis or systematic review. All but one of the studies reported some positive outcome from playing the game(s). One reported that a web-based education program resulted in more change than the game-based intervention. Studies of games may have been missed; a number of dietary/nutrition games are known for which no evaluation is known; and the data presented on the games and research were limited and inconsistent. Conclusions and Implications: A firmer research base is needed to establish the efficacy and effectiveness of nutrition education and dietary behavior change games. Keywords: Games, Nutrition education, Dietary behavior change, Scoping Introduction D ietary intake has been related to heart disease, dia- betes, several cancers, stroke, and perhaps adiposity. 1 Dietary behavior change programs have been shown to change diet, but the mediating variables are not clear. 2,3 Nutrition knowledge change programs (usually called nu- trition education) by themselves have been shown to be inadequate to change behavior, 4 but some knowledge is a likely precondition of effective behavior change. 5 Dietary behavior change programs are needed that appeal to large numbers and diverse types of people who could benefit from the educational/behavior change procedures. Innovative approaches to dietary change are needed to engage partic- ipants in enjoyable experiences to reach the largest number of participants. Electronic media are an increasingly popular channel for health promotion, meeting the needs and interests of modern populations. 6–8 At least six types of electronic media for health promotion have been identified: web-based 1 Department of Pediatrics, USDA/ARS Children’s Nutrition Research Center, Baylor College of Medicine, Houston, Texas. 2 Bouve ´ College of Health Sciences, Northeastern University, Boston, Massachusetts. 3 Health Technology Lab, Department of Communication Studies, College of Arts, Media & Design, Bouve ´ College of Health Sciences, Northeastern University, Boston, Massachusetts. 4 Department of Health Sciences, Bouve ´ College of Health Sciences, Northeastern University, Boston, Massachusetts. GAMES FOR HEALTH JOURNAL: Research, Development, and Clinical Applications Volume 8, Number 3, 2018 ª Mary Ann Liebert, Inc. DOI: 10.1089/g4h.2018.0070 1 Downloaded by NORTHEASTERN UNIVERSITY LAW SCHOOL from www.liebertpub.com at 12/07/18. For personal use only.

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Page 1: Nutrition Education and Dietary Behavior Change Games: A ... Diet Nutrition Review.pdf · nutrition education game,27 and another included only six.28 This scoping review of the diet-related

Review

Nutrition Education and Dietary Behavior Change Games:A Scoping Review

Tom Baranowski, PhD,1 Courtney Ryan, MS, RD,1 Andres Hoyos-Cespedes,2

and Amy Shirong Lu, PhD3,4

Abstract

Games provide an attractive venue for engaging participants and increasing nutrition-related knowledgeand dietary behavior change, but no review has appeared devoted to this literature. A scoping reviewof nutrition education and dietary behavior change videogames or interactive games was conducted. Asystematic search was made of PubMed, Agricola, and Google Scholar. Information was abstracted from 22publications. To be included, the publication had to include a videogame or interactive experience involvinggames (a videogame alone, minigames inserted into a larger multimedia experience, or game as part of ahuman-delivered intervention); game’s design objective was to influence dietary behavior, a psychosocialdeterminant of a dietary behavior, or nutrition knowledge (hereinafter referred to as diet-related); must havebeen reported in English and must have appeared in a professional publication, including some reportof outcomes or results (thereby passing some peer review). This review was restricted to the diet-relatedinformation in the selected games. Diversity in targeted dietary knowledge and intake behaviors, targetedpopulations/audiences, game mechanics, behavioral theories, research designs, and findings was revealed.The diversity and quality of the research in general was poor, precluding a meta-analysis or systematicreview. All but one of the studies reported some positive outcome from playing the game(s). One reportedthat a web-based education program resulted in more change than the game-based intervention. Studies ofgames may have been missed; a number of dietary/nutrition games are known for which no evaluation is known;and the data presented on the games and research were limited and inconsistent. Conclusions and Implications: Afirmer research base is needed to establish the efficacy and effectiveness of nutrition education and dietarybehavior change games.

Keywords: Games, Nutrition education, Dietary behavior change, Scoping

Introduction

D ietary intake has been related to heart disease, dia-betes, several cancers, stroke, and perhaps adiposity.1

Dietary behavior change programs have been shown tochange diet, but the mediating variables are not clear.2,3

Nutrition knowledge change programs (usually called nu-trition education) by themselves have been shown to beinadequate to change behavior,4 but some knowledge is alikely precondition of effective behavior change.5 Dietary

behavior change programs are needed that appeal to largenumbers and diverse types of people who could benefit fromthe educational/behavior change procedures. Innovativeapproaches to dietary change are needed to engage partic-ipants in enjoyable experiences to reach the largest numberof participants.

Electronic media are an increasingly popular channelfor health promotion, meeting the needs and interests ofmodern populations.6–8 At least six types of electronicmedia for health promotion have been identified: web-based

1Department of Pediatrics, USDA/ARS Children’s Nutrition Research Center, Baylor College of Medicine, Houston, Texas.2Bouve College of Health Sciences, Northeastern University, Boston, Massachusetts.3Health Technology Lab, Department of Communication Studies, College of Arts, Media & Design, Bouve College of Health Sciences,

Northeastern University, Boston, Massachusetts.4Department of Health Sciences, Bouve College of Health Sciences, Northeastern University, Boston, Massachusetts.

GAMES FOR HEALTH JOURNAL: Research, Development, and Clinical ApplicationsVolume 8, Number 3, 2018ª Mary Ann Liebert, Inc.DOI: 10.1089/g4h.2018.0070

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educational/therapeutic programs; tailored motivational mes-saging systems; data collection and feedback systems; activevideogames (also called exergames); diverse interactive mul-timedia; and diverse games.7 This review concerns games orinteractive media incorporating games. A recent review ofschool nutrition education resources identified 14 of 32curricula as incorporating games of one type or another toenhance learning, but provided no identification or analysisof the games.9 This suggests that games are increasinglyrecognized as an important learning tool, but the role andeffectiveness of the games need to be analyzed. There hasbeen recent interest in the use of ‘‘gamification,’’ which in-corporates aspects of games into the design of media inter-ventions.10 Gamification most often has employed rewards,10

thereby not including some of the most interesting aspects ofgames, for example, repeated losing under the rules of thegame to learn a new principle without real-world conse-quences, and are most appropriately reviewed when con-sidering those behavior change procedures,11,12 not whenreviewing the effects of games.

No consistent, commonly accepted concept exists for whatconstitutes a game. Games generally have rules that governactions within the game with the possibility of winning and,importantly, losing based on the rules; feedback on playwithin the game (often points assigned); and a story or nar-rative (or an associated back story), among many otherpossible game elements.13 Games can provide attractivelearning and behavior change media since they can be de-signed to provide fun, enjoyment, or engagement (therebyproviding intrinsic motivation to play)14; a multisensoryexperience to facilitate different learning styles15; safe op-portunities for drill and practice with feedback; training forhigher-order skills, such as critical thinking, problem solv-ing, team work, strategic thinking, and planning16; roleplaying for constructivist learning17; experimentation withnew identities; development of social skills18; modeling ofbehaviors19; training in self-regulation19; and/or immersionof players in a storyline into which behavior change proce-dures can be built.20

While several systematic reviews and/or meta-analyseshave appeared on games for health,6,21–24 and even in-cluded a few nutrition education games as a subcomponent,no review has appeared devoted to the consideration ofgames for nutrition education or dietary behavior changealone. Some reviews have indicated that research on fewnutrition games have appeared25; one found only fourgames26; a review of digital interventions included only onenutrition education game,27 and another included onlysix.28 This scoping review of the diet-related video or in-teractive games literature attempts to describe the currentstate of the art in a substantial number of studies involvingnutrition education games and identify limitations in theresearch, which need to be remedied to advance this im-portant intervention medium.

Methods

A protocol for this analysis was not preregistered due tothe long idea-incubation period and a lack of clarity aboutwhat we might find in our literature search. The structure andsequence of this review follows the PRISMA guidelines, aspossible.29

Eligibility criteria

To be included in this review, the publication had to in-clude a videogame or interactive experience involving games(i.e., the intervention was a videogame alone, minigameswere inserted into a larger multimedia experience, or a gamewas part of a human-delivered intervention); the game’s de-sign objective was to influence dietary behavior, a psycho-social variable believed to be a determinant of a dietarybehavior, or some aspect of nutrition knowledge (hereinafterreferred to as diet-related); must have been reported in En-glish and must have appeared in a professional publication,including some report of outcomes or results (thereby pass-ing some peer review). No additional exclusionary criteriawere employed. This review was restricted to the diet-relatedinformation in the selected games.

Information sources

Following the guidelines for a scoping review,30 this re-view included two search cycles. Both searches of the lit-erature were conducted using PubMed, Agricola (theagricultural database, since the U.S. Department of Agri-culture appeared to fund much of the early work on nutritiongames), and Google Scholar, using the search terms (Nutri-tion AND Games) and (Diet AND Games).

Search

One author conducted the initial systematic search of thedatabases through December 31, 2016, while the first authorculled the articles for whether a game was involved in theidentified articles. A second cycle was performed duringSeptember 2017, including only the articles produced fromJanuary 1, 2017 to September 30, 2017.

Study selection

Since the method of game delivery varied by time, therewas an initial interest in the historical development of gamesfor nutrition education. An intensive effort was made toidentify any article that concerned a game involving nutritionor diet. This preliminary, broad, exploratory search revealedarticles on a substantial variety of games involving nutritioneducation, including card, board, video, and other deliverychannels. One hundred eighty-five abstracts of articles wereanalyzed; duplicates were removed. Since many of thesearticles were not research-based (i.e., no evaluation of ef-fects), the investigators narrowed the focus to include articlesmeeting the eligibility criteria uncovered through the initialad hoc search. Two coders reviewed the abstracts of thesearticles; duplicate entries were removed; and selected articleswere retrieved and abstracted. In the search process, anumber of intervention articles were identified that used oneor more multimedia formats, but did not include games,31–39

and thereby were not included in this review.

Data collection process

To ensure inter-rater reliability and to authenticate data ex-traction and interpretation quality, two independent reviewerssystematically analyzed the abstracts. Final selection was basedon a 92% agreement between reviewers. Data abstraction wasstarted after both reviewers received coding training and

2 BARANOWSKI ET AL.

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performed a coding of 10% of the articles as a pilot for testingreliability. Differences were resolved by multiple, internal, in-depth discussions. Following training, each coder reviewed andextracted data from the 22 articles separately. The first authorprovided the final determination for all variables.

Data items

Each row in Tables 1–3 concerns a different study. Thestudies were summarized in regard to first author, year,country, game name, the key goals and hypotheses, whethera story/narrative was included, game elements or mechanics,behavior change procedures and theories employed, setting,target group, method of delivery, research design, samplesize, outcome measures (specifically subjectively reportedand objective measures), and diet-related outcomes. Story,often considered a key game element,6 was coded as presentwhen there were characters other than the player, a logicallysequenced set of events (storyline or arc), with the storyending and the outcome depending on game play. Gameelements or mechanisms were abstracted as possible from thereports provided.

Risk of bias in individual studies

Quality of study or research bias items from the CochraneCollaboration Risk of Bias Tool (CCRBT) and the EffectivePublic Health Practice Project Quality Assessment Tool(EPHPP)40 were applied to all studies. Table 3 reports on therisk of bias/quality of research characteristics of each study,including whether the method of randomization was reported;randomization was concealed at baseline; prior power calcu-lations were conducted; assessors were blinded; completenessof follow-up reported; selection bias reported; validity orreliability of the measures reported; possible confoundingvariables were accounted for in the analyses; and the trialprotocol was preregistered.

Synthesis of results

Many of the included studies were pilot, feasibility orproof-of-concept studies with small samples, weak designs,and inconsistent and inadequate assessment, thereby pre-cluding a meta-analysis or systematic review. Thus, themajor value of this scoping review is to report the breadth oftarget groups, objectives and game mechanics, and identifyspecific research enhancements necessary to document thevalue of the gaming approach to diet-related change.

Results

Study selection

One hundred eighty-five articles were identified in thepreliminary search: 61 from Agricola and 124 from PubMed.An additional 50 articles were identified in the second cycle.Twenty-two articles were identified on nutrition education ordietary change video or interactive games, hereinafter re-ferred to as game.

Study characteristics

The first game article identified was published in 2001,with the number per year steadily increasing to eight in2015–2017.

Risk of bias within studies

The quality or research bias of individual trials was poor,and is summarized in Table 3. Eleven of the 22 articles (50%)were randomized clinical trials (RCTs), and 3 (14%) weregroup cluster RCTs. Four (18%) were single-group pre-postdesigns; two (9%) were not randomized control designs, onewas a cross-over trial, and one was an A-B–A-B reversal de-sign. The method of randomization, concealment of randomi-zation at baseline, and trial preregistration was reported by noneof these trials (Table 3). Five (23%) reported statistical powercalculations before the conduct of the trial. While blinding ofparticipants is not possible in behavior change trials, blinding ofassessors is possible and was reported in only one trial.

Completeness of follow-up (withdrawals, dropouts) wasreported in 12 trials (55%). Selection bias (sample repre-sentativeness and participation rates) were reported by fivetrials (23%). Validity and/or reliability of the measures wasreported by 14 trials (64%). Accounting for possible con-founders of outcomes was reported by nine trials (41%).Whether the investigators reported analyses of all the pre-specified outcomes could not be assessed since none of theresearch protocols were preregistered.

Results of studies

Only one of the games reported no changes from playingthe game on behavior or its determinants,41 but only 27.6%of the students in that study played the game. All the otherstudies reported some positive outcomes from game play, butfew studies identified a primary outcome, and none identifiedwhat percentages of all possible or expected outcomes thegames impacted. Another study revealed that a web-basededucation program was more effective than the game-basededucation.42 Most changes were relatively small, but feweffect sizes were reported.

Synthesis of results

Thirteen of these games (59%) targeted children at school,three (14%) targeted children at home, three (14%) in alaboratory, one any place, and only two (5%) targeted adults.The sample sizes varied from 1876 to 20. There were 14(64%) individual or group randomized clinical trials. Thegames were developed and tested largely in the United States(n = 13; 59%), Europe (n = 8; 36%), or Asia (n = 1).

A story (or narrative) was specifically included in 15games (68%). The other game elements or game mechanicsvaried enormously. A number of well-known popular exist-ing game formats/mechanics should have been well knownto the target audience (thereby minimizing the need to learnnew game rules), for example, the concentration memorygame, and adapted these game elements to achieve educationpurposes or influence behavior.

Five of these games (23%) could be categorized more asprimarily targeting some aspect of nutrition knowledge,while nine other games (41%) could be categorized more astargeting dietary behavior change, and eight (36%) as pri-marily targeting some combination of dietary psychosocialvariables and behavior. A diverse variety of educational and/or behavioral change theories with attendant diversity in thecorresponding knowledge or behavior change procedureswere identified as providing the conceptual foundation and

NUTRITION EDUCATION AND DIETARY BEHAVIOR CHANGE GAMES 3

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wil

lli

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than

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lex

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itio

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ith

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edia

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ose

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odel

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Page 7: Nutrition Education and Dietary Behavior Change Games: A ... Diet Nutrition Review.pdf · nutrition education game,27 and another included only six.28 This scoping review of the diet-related

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atio

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pe

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ledge

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Page 8: Nutrition Education and Dietary Behavior Change Games: A ... Diet Nutrition Review.pdf · nutrition education game,27 and another included only six.28 This scoping review of the diet-related

Ta

ble

1.

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ency

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ntr

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nty

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e)

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um

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avio

rs(E

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Bs)

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yed

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cantl

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seth

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FV

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and

PA

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tory

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yer

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iet-

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Page 9: Nutrition Education and Dietary Behavior Change Games: A ... Diet Nutrition Review.pdf · nutrition education game,27 and another included only six.28 This scoping review of the diet-related

Ta

ble

1.

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ence

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kin

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ks

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ting

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itio

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gre

frai

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om

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dec

reas

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cin

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dre

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ded

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ainin

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om

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erca

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cin

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ya

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od

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ya

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4:

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gre

frai

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ssin

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ceon

hig

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iall

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hen

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yin

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food

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r-w

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he

hea

lthy

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lthy

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nds

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red

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ksi

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igit

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mer

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ency

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atch

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atch

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rs

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reto

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nd

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esC

ue

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n-G

lenber

g93

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enH

ealt

h

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ess

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itio

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ledge

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1:

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lth

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itio

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ledge

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tory

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ry:

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IVE

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TY

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CH

OO

L f

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w.li

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tpub

.com

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2/07

/18.

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sona

l use

onl

y.

Page 10: Nutrition Education and Dietary Behavior Change Games: A ... Diet Nutrition Review.pdf · nutrition education game,27 and another included only six.28 This scoping review of the diet-related

Ta

ble

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ued

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ater

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Page 12: Nutrition Education and Dietary Behavior Change Games: A ... Diet Nutrition Review.pdf · nutrition education game,27 and another included only six.28 This scoping review of the diet-related

Ta

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ledge/

lite

racy

,at

tenti

on,

ease

of

under

stan

din

g,

and

inte

nti

on

touse

inth

efu

ture

5P

eng

88

2009,

US

A,

Rig

htW

ay

Cafe

Res

earc

hla

b/y

oung

adult

sG

ame

alone

RC

T,

2gro

ups,

pre

,post

1,

post

2/n

=40

Mea

sure

din

regar

dto

eati

ng

ahea

lthy

die

t:se

lf-e

ffica

cy,

per

ceiv

edben

efits

and

bar

rier

s,in

tenti

on;

EF

NE

Pknow

ledge

ques

tionnai

rean

dgam

eli

kea

bil

ity

None

Short

-ter

mef

fect

sof

Rig

htW

ay

Cafe

incl

uded

incr

ease

dnutr

itio

nknow

ledge,

self

-effi

cacy

and

per

ceiv

edben

efits

of

hea

lthy

eati

ng;

1-m

onth

foll

ow

-up

show

edm

ainte

nan

ceof

effe

ctonly

for

self

-effi

cacy

(conti

nued

)

13

Dow

nloa

ded

by N

OR

TH

EA

STE

RN

UN

IVE

RSI

TY

LA

W S

CH

OO

L f

rom

ww

w.li

eber

tpub

.com

at 1

2/07

/18.

For

per

sona

l use

onl

y.

Page 14: Nutrition Education and Dietary Behavior Change Games: A ... Diet Nutrition Review.pdf · nutrition education game,27 and another included only six.28 This scoping review of the diet-related

Ta

ble

2.

(Co

ntin

ued

)

IDR

efer

ence

;ye

ar,

countr

y,nam

eof

gam

eSet

ting/t

arg

etgro

up;

des

ign/s

am

ple

size

Mea

sure

s

Res

ult

sand

concl

usi

ons

Subje

ctiv

e(s

elf-

report

ed)

Obje

ctiv

e

6D

ias4

3

2011,

Port

ugal

,H

ealt

hy

Adve

rgam

e,L

ess

Hea

lthy

Adve

rgam

e

Sch

ool/

Pia

get

’sco

ncr

ete

oper

atio

nal

stag

e,7–8

yea

rsold

Gam

eal

one

RC

T,

2gro

ups,

post

only

/n

=231

Mea

sure

d:

hea

lthy

ver

sus

not

food

sele

ctio

nta

sk,

likin

gof

each

food

pre

sente

d,

know

ledge

of

hea

lthy

foods

None

Chil

dre

nw

ho

pla

yed

the

Hea

lthy

Adve

rgam

ech

ose

more

hea

lthy

snac

ks

imm

edia

tely

afte

rgam

epla

yw

hil

eth

ose

pla

yin

gth

eL

ess

Hea

lthy

Adve

rgam

ech

ose

less

hea

lthy

snac

ks;

chil

dre

nw

ho

pla

yed

the

Les

sH

ealt

hy

Adve

rgam

eli

ked

the

less

hea

lthy

snac

ks

more

that

those

pla

yin

gth

eH

ealt

hy

Adve

rgam

e,but

those

pla

yin

gth

eH

ealt

hy

Adve

rgam

edid

not

like

the

hea

lthie

rsn

acks

more

7B

aran

ow

ski6

6

2011,

US

A,

Esc

ape

from

Dia

b,

and

Nanosw

arm

:In

vasi

on

from

Inner

Space

Hom

e/10–12

yea

rsold

Gam

esw

ithin

ast

ory

-dri

ven

mult

imed

iapro

duct

ion

RC

T,

2gro

ups,

pre

,m

id,

post

1,

post

2/n

=153

Mea

sure

dth

ree

24-h

our

die

tary

reca

lls

atea

chas

sess

men

tpoin

tfo

rfr

uit

,veg

etab

les,

wat

er,

and

tota

len

ergy;

Soci

alD

esir

abil

ity

of

Res

ponse

scal

e

BM

I,w

aist

circ

um

fere

nce

,tr

icep

ssk

info

ldP

layin

gD

iab

and

Nano

incr

ease

dfr

uit

and

veg

etab

leco

nsu

mpti

on

by

about

0.6

7se

rvin

gs

per

day

,but

not

wat

erin

take

nor

body

com

posi

tion

8B

anos8

9

2012,

Spai

n,

ET

IOB

EM

ate

s

Hom

e/3rd

–6th

gra

des

,7–11

yea

rsold

Gam

eas

par

tof

ala

rger

clin

ical

inte

rven

tion

RC

T,

2gro

ups,

pre

,post

/n

=228

Nutr

itio

nal

Know

ledge

Ques

tionnai

re,

Gam

eA

ccep

tabil

ity–P

layab

ilit

yQ

ues

tionnai

re,

Gam

eP

layin

gH

abit

sQ

ues

tionnai

re

Cal

ibra

ted

elec

tronic

stad

iom

eter

(hei

ght

and

wei

ght

for

BM

I)

Pla

yin

gE

TIO

BE

Mate

ssi

gnifi

cantl

yin

crea

sed

nutr

itio

nknow

ledge;

*50%

of

par

tici

pan

tsli

ked

the

gam

e

9S

chnei

der

90

2012,

US

A,

Fit

ter

Cri

tter

s

Sch

ool/

5th

gra

de,

8–12

yea

rsold

Gam

eal

one

1gro

up,

pre

,post

/n=

97

Nutr

itio

nan

dphysi

cal

acti

vit

yknow

ledge,

hea

lthy

eati

ng

atti

tude,

die

tse

lf-e

ffica

cy,

and

vid

eogam

eac

cepta

bil

ity

None

Pla

yin

gF

itte

rC

ritt

ers

signifi

cantl

yin

crea

sed

die

tse

lf-e

ffica

cyan

dposi

tive

atti

tudes

tow

ard

hea

lthy

foods;

but

no

chan

ge

indie

tknow

ledge

10

Folk

vord

44

2013,

Net

her

lands,

Adve

rgam

es

Lab

/3rd

–4th

gra

des

,x

=8.9

yea

rsG

ame

alone

RC

T,

4gro

ups,

post

only

/n

=270

Hunger

bef

ore

and

aten

d;

reco

gnit

ion

of

bra

nd

and

pro

duct

ingam

e

Wei

ghed

food

inta

ke

atsn

ack

over

5m

inute

s,B

MI

Pla

yin

gan

adver

gam

eco

nta

inin

gfo

od

cues

incr

ease

dgen

eral

ener

gy

inta

ke,

regar

dle

ssof

the

adver

tise

dbra

nd

or

pro

duct

type

(ener

gy-d

ense

snac

ks

or

fruit

);th

isac

tivit

ypar

ticu

larl

yin

crea

sed

the

inta

ke

of

ener

gy-d

ense

snac

kfo

ods;

pla

yin

gth

efr

uit

ver

sion

of

the

adver

gam

edid

not

signifi

cantl

yin

crea

sefr

uit

inta

ke

11

Maj

um

dar

91

2013,

US

A,

Cre

atu

re101

Sch

ool/

6th

–7th

gra

des

,11–13

yea

rsold

Gam

eal

one

GR

T,

2gro

ups,

pre

,post

/n

=341

Mea

sure

of

freq

uen

cyan

dam

ount

of

bev

erag

ean

dsn

ack

item

sN

one

Stu

den

tsw

ho

pla

yed

Cre

atu

re101

report

edsi

gnifi

cant

dec

reas

esin

freq

uen

cyan

dam

ount

of

swee

tbev

erag

esan

dfr

equen

cyan

dam

ount

of

pro

cess

edsn

ack

inta

ke

(conti

nued

)

14

Dow

nloa

ded

by N

OR

TH

EA

STE

RN

UN

IVE

RSI

TY

LA

W S

CH

OO

L f

rom

ww

w.li

eber

tpub

.com

at 1

2/07

/18.

For

per

sona

l use

onl

y.

Page 15: Nutrition Education and Dietary Behavior Change Games: A ... Diet Nutrition Review.pdf · nutrition education game,27 and another included only six.28 This scoping review of the diet-related

Ta

ble

2.

(Co

ntin

ued

)

IDR

efer

ence

;ye

ar,

countr

y,nam

eof

gam

eSet

ting/t

arg

etgro

up;

des

ign/s

am

ple

size

Mea

sure

s

Res

ult

sand

concl

usi

ons

Subje

ctiv

e(s

elf-

report

ed)

Obje

ctiv

e

12

Folk

vord

92

2014,

Net

her

lands,

var

ious

adver

gam

es

Lab

/3rd

–4th

gra

des

Gam

eal

one

RC

T,

4gro

ups,

post

only

/n

=261

Pre

-exper

imen

tal

hunger

and

full

nes

s;at

titu

de

tow

ard

bra

nds

and

foods

show

nin

gam

e;an

dim

puls

ivit

y:

door

open

ing

task

Wei

ghed

snac

kca

lori

ein

take,

BM

IP

layin

gan

adver

gam

ew

ith

food

cues

incr

ease

dca

lori

cin

take;

rew

ardin

gch

ildre

nto

refr

ain

from

eati

ng

calo

ries

work

ed;

rew

ardin

gch

ildre

nto

refr

ain

from

eati

ng

work

edm

ore

among

low

impuls

ive

chil

dre

n,

and

those

who

pla

yed

the

nonfo

od

cue

gam

e

13

Johnso

n-G

lenber

g93

2014,

US

A,

Ali

enH

ealt

h

Res

earc

hla

b/6

th–7th

gra

des

Gam

eal

one,

but

pla

yed

inpai

rsin

front

of

clas

sroom

2gro

ups,

pre

,post

1,

post

2/

n=

20

Nutr

itio

nknow

ledge

and

food

choic

ete

stN

one

Know

ledge

incr

ease

dm

ore

inth

eco

ntr

ol

gro

up

atim

med

iate

post

,but

rever

sed

atpost

2to

favor

the

exper

imen

tal

gro

up

14

Jones

94

2014,

US

A,

The

FIT

Gam

e

Sch

ool/

1st

–5th

gra

des

Gam

ein

conte

xt

of

school

lunch

room

and

com

pet

itio

nw

ith

anoth

ersc

hool

1gro

up,

targ

eted

ver

sus

nonta

rget

edF

V/n

=180

None

Mea

sure

food

wei

ghts

consu

med

atsc

hool

usi

ng

wei

ght

scal

es

Pla

yin

gT

he

FIT

Gam

esi

gnifi

cantl

yin

crea

sed

fruit

and

veg

etab

leco

nsu

mpti

on

foll

ow

ing

bas

elin

e;w

ith

no

signifi

cant

incr

ease

innonta

rget

edfr

uit

or

veg

etab

leco

nsu

mpti

on

15

Rosi

95

2015,

Ital

y,

Men

uC

om

pose

r,an

dJu

mp

Mania

Sch

ool/

3rd

–5th

gra

des

,8–11

yea

rsold

Gam

eas

par

tof

curr

iculu

mdel

iver

edby

teac

her

s1

gro

up,

pre

,post

/n=

76

5-a

-day

food

dia

ryto

mea

sure

fruit

and

veg

etab

lein

take

None

Pla

yin

gth

ese

gam

esin

crea

sed

veg

etab

lein

take

by

27.8

%,

but

not

fruit

or

juic

es

16

Shar

ma9

6

2015,

US

A,

Ques

tto

Lava

Mounta

in

Sch

ool/

4th

–5th

gra

des

Gam

eal

one

RC

T,

2gro

ups,

pre

,post

/n

=94

Tw

ora

ndom

24-h

our

die

tary

reca

lls

for

kca

l,m

acro

nutr

ients

,fr

uit

,veg

etab

les,

fiber

,su

gar

s,to

tal

fat

and

calc

ium

;an

dnum

ber

of

day

sbre

akfa

st

Hei

ght

and

wei

ght

for

BM

IP

layin

gQ

ues

tto

Lava

Mounta

insi

gnifi

cantl

ydec

reas

edsu

gar

inta

ke

pre

-to

post

-inte

rven

tion,

and

signifi

cantl

yim

pro

ved

Nutr

itio

nA

ttit

ude

Sca

le17

Thom

pso

n45

2015,

US

A,

Squir

e’s

Ques

t!II

Hom

e/4th

–5th

gra

des

,9–11

yea

rsold

Gam

esin

tegra

ted

into

story

-dri

ven

mult

imed

iaex

per

ience

RC

T,

4gro

ups,

pre

,post

1,

post

2/n

=400

Thre

eunan

nounce

d24-h

our

die

tary

reca

lls

atea

chdat

aco

llec

tion

per

iod

usi

ng

the

Nutr

ient

Dat

aS

yst

emfo

rR

esea

rch

(ND

SR

-2009)

conduct

eddir

ectl

yw

ith

the

chil

d;

two

wee

kday

and

one

wee

ken

dday

reca

lls;

fruit

and

veg

etab

lepre

fere

nce

ques

tionnai

re

None

Pla

yin

gSquir

e’s

Ques

t!II

signifi

cantl

yin

crea

sed

fruit

and

veg

etab

lein

take

only

inth

eA

ctio

nIm

ple

men

tati

on

Inte

nti

ons

gro

up

atboth

post

1an

dpost

2

(conti

nued

)

15

Dow

nloa

ded

by N

OR

TH

EA

STE

RN

UN

IVE

RSI

TY

LA

W S

CH

OO

L f

rom

ww

w.li

eber

tpub

.com

at 1

2/07

/18.

For

per

sona

l use

onl

y.

Page 16: Nutrition Education and Dietary Behavior Change Games: A ... Diet Nutrition Review.pdf · nutrition education game,27 and another included only six.28 This scoping review of the diet-related

Ta

ble

2.

(Co

ntin

ued

)

IDR

efer

ence

;ye

ar,

countr

y,nam

eof

gam

eSet

ting/t

arg

etgro

up;

des

ign/s

am

ple

size

Mea

sure

s

Res

ult

sand

concl

usi

ons

Subje

ctiv

e(s

elf-

report

ed)

Obje

ctiv

e

18

Spook

41

2016,

Net

her

lands,

Bala

nce

It

Any

pla

ce/s

econdar

y,

voca

tional

studen

ts,

16–21

yea

rsold

Gam

eal

one

pla

yed

indiv

idual

lyor

com

pet

itiv

ely

RC

T,

2gro

ups,

pre

,post

1,

post

2/n

=231

Food

freq

uen

cyques

tionnai

refo

rfr

uit

,veg

etab

le,

snac

k,

and

soft

dri

nk

inta

kes

;an

dat

titu

de,

self

-ef

fica

cyan

din

tenti

on

toea

thea

lthy

foods

None

Only

27.6

%of

studen

tsuse

dB

ala

nce

It;

no

signifi

cant

bet

wee

n-g

roup

dif

fere

nce

sw

ere

det

ecte

dfo

rbeh

avio

ror

det

erm

inan

ts

19

Shiy

ko

97

2016,

US

A,

SpaP

lay

Hom

e/w

om

endie

tary

chan

ge

conte

mpla

tors

Gam

eal

one

1gro

up,

pre

,post

1,

post

2,

post

3/n

=47

Sel

f-re

port

edhei

ght

and

wei

ght

for

BM

I;G

ener

alN

utr

itio

nK

now

ledge

ques

tionnai

refo

rad

ult

s;R

eadin

ess

toC

han

ge

Ques

tionnai

refo

rnutr

itio

nan

dsw

eete

ned

bev

erag

es

Tel

emet

ryti

me-

stam

ped

gam

epla

yac

tions

Par

tici

pat

ion

var

ied

subst

anti

ally

;se

lf-r

eport

edB

MI

was

low

eran

dnutr

itio

nknow

ledge

was

hig

her

among

those

who

spen

tm

ore

tim

epla

yin

gSpaP

lay

20

Fra

tice

lli9

8

2016,

Ital

y,

Gust

avo

inG

nam

’sP

lanet

Sch

ool/

17–21

yea

rsold

Gam

eal

one

Cro

ss-o

ver

,pre

,post

1,

post

2/

n=

65

Hea

lthy

food

know

ledge

ques

tionnai

rean

dgam

ele

vel

of

fun

None

Mea

ndie

tknow

ledge

incr

ease

dsi

gnifi

cantl

yaf

ter

pla

yin

gG

ust

avo

inG

nam

’sP

lanet

,w

ith

no

dif

fere

nce

inth

e‘‘

fun’’

of

pla

yin

gG

ust

avo

ver

sus

aco

mm

erci

algam

e

21

Joyner

99

2017,

US

A,

FIT

Gam

e3

Sch

ool/

K–5th

gra

des

Gam

ein

conte

xt

of

asc

hool

clas

sroom

and

com

pet

ing

wit

han

oth

ersc

hool

A-B

–A

-Bre

ver

sal/

n=

572

None

Pla

tew

aste

met

hod

usi

ng

wei

ght

scal

esm

easu

red:

veg

etab

les

serv

ed,

was

te,

and

unse

rved

,le

avin

gin

take

Duri

ng

phas

eB

1,

veg

etab

leco

nsu

mpti

on

incr

ease

dby

anav

erag

eof

15.1

gper

chil

dper

day

(69%

);duri

ng

phas

eB

2,

veg

etab

lein

take

incr

ease

dby

37

gper

chil

dper

day

(18%

);fr

uit

consu

mpti

on,

not

targ

eted

for

impro

vem

ent,

did

not

signifi

cantl

yin

crea

se;

mai

nte

nan

ceof

effe

ctbey

ond

the

gam

eis

pro

ble

mat

ic

22

Wan

g100

2017,

Hong

Kong,

Esc

ape

from

Dia

b

Sch

ool/

8–12

yea

rsold

Gam

eal

one

2gro

ups,

pre

,post

1,

post

2/

n=

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operationalization of the theory constructs for the game. So-cial cognitive theory appears to have been the most commonlystated theory, and nutrition knowledge change was the mostcommonly mentioned behavior change procedure.

The measures used to assess outcomes were perhaps evenmore diverse wherein different measures were often em-ployed to assess the same knowledge or behavior constructacross studies. Five studies (23%) reported more objectivemethods of dietary intake assessment (e.g., weighed platewaste): three of these as part of laboratory-based tests of theeffects of diet-related advergames, and two as part of a test ofgame play in a school lunchroom/cafeteria.

Three articles studied the effects of food advergames43,44

and showed that exposure to only 5 minutes of game playinfluenced the child’s dietary intake immediately followingthe game. This suggests the possible strong (at least short-term) behavioral impacts of dietary game play.

One game systematically varied two forms of a behaviorchange procedure, action and coping implementation inten-tions, and tested impact on fruit and vegetable intake within afour-group RCT.45 Since the programming keeps all otheraspects of game play comparable, this is an ideal method forconducting tests of behavior change procedures for use invideogames, and perhaps outside of games.

Discussion

Summary of the evidence

While all but one of the articles reported some positiveoutcomes from playing the game(s), the quality of much (butnot all) of the research reported left much to be desired,making it difficult to determine the extent to which gameshad the intended, and reported, effects. The research on diet-related change games diverged in regard to target popula-tions, dietary behavior targets (e.g., fruit, vegetables, generalnutrition information, Mediterranean diet), theories (social-cognitive, persuasion, health belief model, attachment, socio-constructivist, or even none), game elements/mechanics,behavior change procedures, research designs, and measures.As a result, a meaningful meta-analysis or systematic reviewwas not possible across all these studies at this time.

Comparisons to other reviews

A recent review of advergames alone indicated a smalleffect increasing unhealthy food intake.46 While that was notthe primary focus of the current review, it does indicate thatgames can influence dietary intake to some extent undersome circumstances. The review, including six games forhealth, noted the generally positive effects on nutritionknowledge, but the diversity in delivery, poor measurementof process variables and engagement, and thereby the in-ability to draw conclusions about effects.28 We noted similarpatterns, but in a larger number of nutrition education gamestudies, and provided a more detailed assessment of thelimitations in the research methods.

Future directions/needed research

Conceptual frameworks exist to guide the development ofsophisticated G4H (Games for Health).47 Research fromthree large behavior change trials (not using games) usedmediating variable analyses to validate a multi-theoretical

model to specify the conceptual framework for the design ofhealth behavior change interventions that are likely to beeffective.48 Several conceptual models have been advancedto account for how games may influence diet-related out-comes.49–51 Some of these models interrelate game elementsand behavior change principles,50,51 while others emphasizethe relevance of food cues and individual predisposing fac-tors (e.g., impulsivity).49 Little research, however, has testedaspects of these models with games. Much of the effort indiet-related games has been to design, develop, and test agame or interactive experience including game(s) to influ-ence outcomes, rather than test principles of game mechanicsor behavior-mediating variables within games. Research isurgently needed that systematically varies aspects of gamemechanics or behavior change procedures within games tooptimize their effects on game engagement,52 maintenanceof interest, psychosocial mediators of change, and behaviorchange (shorter or longer terms). Thompson et al. system-atically varied four types of goal setting/implementationintentions within Squire’s Quest! and demonstrated that ac-tion implementation intention was the only procedure tomaintain changes 3 months after the end of the game.45 Thisresearch provides an important model for making futurecontributions to an understanding of how game mechanicscan influence change in behavior.

No commonly accepted compendium or taxonomy of el-ements in games exists. The ‘‘game lenses’’ identified bySchell13; the ‘‘playful experience cards’’ of Bjork and Ho-lopainen53; and/or Lucero et al.’s playful experiences list54

preliminarily enumerate items for consideration. Without acommonly accepted compendium, consistencies in gamemechanics across games may have been missed since dif-ferent words may have been used to specify an essentiallycommon underlying mechanic or set of mechanics. Devel-oping and obtaining consensus for such a taxonomic com-pendium should be a high priority to permit the identificationand comparison of game elements in future systematic re-views and meta-analyses and also to identify mechanics thatare most engaging. Such taxonomic compendia would alsofacilitate the conduct of process evaluations,55 which relateparticipation in game elements to outcomes.

A compendium of behavior change procedures has beenproposed,56 although challenges have been reported inclassifying procedures into the proposed categories.57 Such acommon taxonomy should also be used in games research toclearly specify what procedures were employed. Of coursethe same procedure (e.g., goal setting) could be implementedin a variety of ways in the context of a game,58 with eachvariant possibly affecting outcome in a different way, indi-cating specific details of the intervention design need to bepresented in the reported outcome or process evaluations.

Fifteen games (68%) incorporated a story or narrative inone form or another. Given the potential for story immersionto influence attention to change procedures (especially be-havior change messaging),20 developing and incorporatingstories into nutrition education games may be a way to en-hance effectiveness. Alternatively, the incorporation of astory into a game may distract the player from active gameplay, thereby reducing player game enjoyment.59 Severalstories have been tested and demonstrated to change be-havior without a game.36,60 A study that designs and com-pares separate story and game elements with their integration

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would be an important contribution to our knowledge ofnutrition education games (and games in general).

There seems to be an implicit assumption that simplyproviding a diet-related change program in a game formatwill automatically make the activity fun, or engaging, andthereby motivate the player to substantially increase theknowledge or change the behavior at substantial levels. Al-ternatively, one of the studies revealed that a web-basededucation program was more effective that a game-basedprogram.42 Unfortunately, the relative quality of these twoprograms cannot be meaningfully assessed from the pub-lished information, and thus it is not clear if primarily themedium (web-based or game-based) or qualities of the pro-grams influenced this outcome. The modest changes inknowledge and behavior that have been reported in thesestudies suggest the assumption of game dominance is notwell supported. The role of ‘‘fun’’ in games and game playhas not been well specified; the definition and measurementof fun or enjoyment has not been clearly delineated61; storyor narrative may contribute to the fun of games, but this hasnot been clearly assessed.62 If fun in games was better un-derstood, games might be designed to enhance the fun as-pects to, in turn, enhance the dietary change.

Many of these games targeted nutrition knowledge, oftenas the primary or only target. Each set of authors appears tohave created their own measure of nutrition knowledge withunknown psychometric properties. While knowledge foracademic purposes (e.g., types of dietary fats; how sodium,potassium, and magnesium interact to influence blood pres-sure) can be valuable, all these games were targeted in oneway or another to positively impact health, often throughdietary behavior change. The field would benefit from a li-brary of nutrition knowledge items that tapped informationthat were preconditions for behavior change (e.g., how tomake a salad) and could be incorporated into computeradaptive testing63 to provide brief measures of outcomescomparable across studies.

Developing a diet-related intervention that can be expectedto impact body mass index (perhaps the most prevalentnutrition-related health problem) for obesity prevention re-quires that the game impact the necessary relevant knowledgeand psychosocial variable(s) (e.g., knowledge, self-efficacy,intrinsic motivation) to change the targeted behavior(s) (e.g.,diet, physical activity, sedentary behavior, and/or sleep) for along enough time to change body composition.64 There arefew examples of such large games. The time to develop andevaluate them can take years,65,66 and the cost for their de-velopment can be staggering (millions of dollars). It seemsunlikely that this level of funding will become generallyavailable for game development anytime soon. Rather thancreating a single integrated multimedia experience that in-corporates games to address dietary change, it may be ap-propriate to develop a comprehensive intervention structure(including multimedia and face-to-face components) intowhich a series of games could be developed and inserted toachieve those outcomes for which games are most effective,for example, knowledge enhancement, simulation of inter-personal interactions, etc. Alternatively, dietary behaviorchange requires learning some new skills that could be learnedthrough games, for example, food preparation,67 menu plan-ning, effective food parenting practices,68 and even tastetesting. Games attempting to increase these skills or behaviors

could be developed, tested, and incorporated into larger be-havior change programs.

There has been substantial concern about the quality ofresearch, also called risk of bias, in general69–74 and how toincorporate issues of quality into systematic reviews.75,76

The general quality of the evidence in support of games onnutrition knowledge or behavior change outcomes77 was lowand needs further enhancement. This has been pointed outelsewhere.78,79 Only five of these nutrition education gamestudies used objective measures of dietary intake to assessdietary change outcomes. Subjective measures tend to besubject to bias (i.e., low validity or accuracy) and unreli-ability (or imprecision).80 Both active and passive methodsof more objective dietary intake assessment81 are being de-veloped and refined for use in uncontrolled community set-tings and should be considered for future use as measures ofoutcome of games for nutrition education. G4H researchersneed to expend substantially more effort to enhance thequality of this research if for no other reason than self-interest, that is, to increase the likelihood of obtainingfunding for future research.82

Many of the studies identified a substantial number ofbehavioral, psychosocial, and/or anthropometric or physio-logical outcomes, without specifying a primary outcome.This approach to evaluation runs a high risk of type 1 sta-tistical error (i.e., obtaining a statistically significant effectpurely by chance).83,84 Diet-related game research shouldspecify a primary outcome upon which power calculationsare conducted, with prespecified hypotheses or models of theway in which game play is expected to influence the out-come.85 In this way, tests can be made of whether the gameinfluenced the targeted variable(s) as designed. The strongerour knowledge base about how games result in change, themore effective ensuing games can be if designed based onwhat has been learned.

Limitations

One or more game studies may have been missed. Anumber of diet-related games have been available for pur-chase, but about which nothing has been published. (At leastone game developer has been overheard saying ‘‘I have allthe evaluation I want or need. My games sell.’’) A recentsystematic review of G4H identified a total of 1743 gamesproduced between 1983 and 2016, of which 99 (6.4%) wereabout nutrition education and eating disorders.8 The numberof academic publications that evaluated the efficacies ofthose games is far less than the games produced. This reviewwas based on reports of games in publications that tended toprovide minimal details, which could have resulted in mis-characterizing the games or studies. On one hand, we maymiss existing games that were effective but never evaluated.On the other hand, actual play of the games might haveprovided different characterizations and insights, but manyof the games no longer function on modern technology.

Conclusion

To the best of our knowledge, this is the first Englishreview devoted to diet-related video or interactive games.Although a variety of diet-related games have been reported,the research base is inadequate to ascertain whether puttingnutrition education or diet-related behavior change into a

20 BARANOWSKI ET AL.

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game format consistently results in the desired outcomes, orwhat aspects of game elements or behavior change proce-dures appear to be most effective. Future diet-related gameresearch should use randomized controlled designs; commonvalidated outcome measures (preferably more objectivemeasures); behavior change procedures as specified in recenttaxonomic inventories; and be guided by conceptual modelsthat reflect the complexities of game design, user experience,and their interactivity. A taxonomic inventory of game ele-ments needs to be developed to clearly specify game designs,and facilitate game reporting and comparisons of outcomes.Research is needed that systematically varies game elementsbetween different versions of the same game to test whatgame elements produce the most change. Different conceptsof fun in game play need to be comparatively tested. Perhapswe need a leaderboard of game researchers and their num-bers of publications weighted by the quality of their contri-butions to make a game of it.

Acknowledgments

This work is a publication of the U.S. Department of Agri-culture (USDA/ARS) Children’s Nutrition Research Center,Department of Pediatrics, Baylor College of Medicine, Hous-ton, Texas, and had been funded in part with federal funds fromthe USDA/ARS under Cooperative Agreement No. 58-3092-5-001. The authors thank Harley Edge for helping with articleselection and coding process.

Author Disclosure Statement

No competing financial interests exist.

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100. Wang JJ, Baranowski T, Lau PW, et al. Story immersionmay be effective in promoting diet and physical activity inChinese children. J Nutr Educ Behav 2017; 49:321–329 e1.

Address correspondence to:Tom Baranowski, PhD

Department of PediatricsUSDA/ARS Children’s Nutrition Research Center

Baylor College of Medicine1100 Bates Street

Houston, TX 77030

E-mail: [email protected]

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