A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods

作者: Debbe Thompson , Riddhi Bhatt , Melanie Lazarus , Karen Cullen , Janice Baranowski

DOI: 10.2196/RESPROT.2348

关键词:

摘要: Background: Youths eat fewer fruits and vegetables than recommended. Effective methods are needed to increase maintain their fruit vegetable consumption. Goal setting has been an effective behavior change procedure among adults, but had limited effectiveness youths. Implementation intentions specific plans facilitate goal attainment. Redefining include implementation may be way effectiveness. Video games offer a controlled venue for conducting behavioral research testing hypotheses identify mechanisms of effect. Objective: This report describes the protocol that guided design evaluation Squire’s Quest! II, video game aimed child Methods: II is 10-episode videogame promoting consumption 4th 5th grade children (approximately 9-11 year old youths). A four group randomized (n=400 parent/child dyads) was used systematically test effect two types (action, coping) on attainment graders. Data collection occurred at baseline, immediately post game-play, 3 months later. Child unit assignment. Three dietary recalls were collected each data period by trained interviewers using Nutrient System Research (NDSR 2009). Psychosocial process also collected. Results: To our knowledge, this first explore Conclusions: intervention will contribute valuable information regarding whether with elementary age children. Trial Registration: ClinicalTrials.gov NCT01004094 [JMIR Res Protoc 2012;1(2):e19]

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