Preventing Adolescents' Diabesity: Design, Development, and First Evaluation of “Gustavo in Gnam's Planet”

Abstract Objective: The goal of this study was to design, develop, and evaluate a game for health, “Gustavo in Gnam's Planet” (“Gustavo”), aimed to improve knowledge on healthy foods and to increase consumption of healthy foods. Subjects and Methods: Eighty-three high school students were enrolled in the study. The game was designed and developed by a multidisciplinary team. Behavioral change theories were adopted to guide the design of the health messages. Participants were assessed about food frequency, healthy food knowledge, and the game's interest. Results: Forty-seven subjects (mean age, 14.9±1.0 years; 72.3 percent males) completed the study. At posttest, participants showed significant higher scores (i.e., increased knowledge) in the questionnaire on knowledge of healthy foods (70.0±9.2 versus 71.3±10.0 for pretest and posttest, respectively; P<0.05). Improvements in healthy eating habits were also detected: higher frequency of consumption during a week of white meat (1 [1–2] versus 2 [1–2]; P=0.01), eggs (1 [1–1] versus 1 [1–2]; P=0.01], and legumes (1 [0–1] versus 1 [1–2]; P=0.03) and lower frequency of consumption of sugar-containing packaged snacks (1 [0–1] versus 0 [0–1]; P=0.009). Most of the participants found the game easy to use and clear in its content. Half of the participants found the game interesting. Conclusions: Our study shows that “Gustavo” is a promising tool for health education, in schools or in other environments. Limitations of the study and future directions are discussed.

[1]  A. Naska,et al.  Back to the future: the Mediterranean diet paradigm. , 2014, Nutrition, metabolism, and cardiovascular diseases : NMCD.

[2]  Lotta Kauhanen,et al.  Promoting Children's Health with Digital Games: A Review of Reviews. , 2014, Games for health journal.

[3]  Eric B Hekler,et al.  "Alien Health Game": An Embodied Exergame to Instruct in Nutrition and MyPlate. , 2013, Games for health journal.

[4]  Wei Peng,et al.  Videogame Mechanics in Games for Health. , 2013, Games for health journal.

[5]  Janice Baranowski,et al.  Developing Games for Health Behavior Change: Getting Started. , 2013, Games for health journal.

[6]  Carlo Perrotta,et al.  Game-Based Learning: Latest Evidence and Future Directions , 2013 .

[7]  James M. Boyle,et al.  A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..

[8]  Victoria A. Andersen,et al.  Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: "Fitter Critters" , 2012, Games for health journal.

[9]  Ellen Brox,et al.  Healthy Gaming – Video Game Design to promote Health , 2011, Applied Clinical Informatics.

[10]  T. Baranowski,et al.  Video game play, child diet, and physical activity behavior change a randomized clinical trial. , 2011, American journal of preventive medicine.

[11]  Minhua Ma,et al.  Introduction to Serious Games Development and Applications , 2011, Entertain. Comput..

[12]  Nicole C. Krämer,et al.  Serious games for health: An empirical study of the game "Balance" for teenagers with diabetes mellitus , 2011, Entertain. Comput..

[13]  Tim Marsh,et al.  Serious games continuum: Between games for purpose and experiential environments for purpose , 2011, Entertain. Comput..

[14]  Katrin Becker,et al.  The Magic Bullet: A Tool for Assessing and Evaluating Learning Potential in Games , 2011, Int. J. Game Based Learn..

[15]  M. Grammatikopoulou,et al.  Diabese youngsters have 3.7 more chances in developing metabolic syndrome compared with the obese. , 2010, Journal of endocrinological investigation.

[16]  Marina Papastergiou,et al.  Exploring the potential of computer and video games for health and physical education: A literature review , 2009, Comput. Educ..

[17]  Wei Peng,et al.  Design and Evaluation of a Computer Game to Promote a Healthy Diet for Young Adults , 2009, Health communication.

[18]  Deborah I Thompson,et al.  Playing for real: video games and stories for health-related behavior change. , 2008, American journal of preventive medicine.

[19]  Tarja Susi,et al.  Serious Games : An Overview , 2007 .

[20]  Ximena López,et al.  Beyond Nintendo: design and assessment of educational video games for first and second grade students , 2003, Comput. Educ..

[21]  M C Turnin,et al.  Evaluation of microcomputer nutritional teaching games in 1,876 children at school. , 2001, Diabetes & metabolism.

[22]  E. Waters,et al.  Interventions for preventing obesity in children. , 2001, The Cochrane database of systematic reviews.

[23]  E. Deci,et al.  Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.

[24]  Harold H. Wenglinsky Does It Compute? The Relationship between Educational Technology and Student Achievement in Mathematics. , 1998 .

[25]  Franziska Marquart,et al.  Communication and persuasion : central and peripheral routes to attitude change , 1988 .

[26]  A. Bandura Social Foundations of Thought and Action: A Social Cognitive Theory , 1985 .

[27]  J. Prochaska,et al.  Stages and processes of self-change of smoking: toward an integrative model of change. , 1983, Journal of consulting and clinical psychology.