A Serious Game Approach to Improve Food Behavior in Families - A Pilot Study

Research output: Contribution to journalJournal articlepeer-review

Standard

A Serious Game Approach to Improve Food Behavior in Families - A Pilot Study. / Skouw, Sigrid; Suldrup, Anja; Olsen, Annemarie.

In: Nutrients, Vol. 12, No. 5, 1415, 2020.

Research output: Contribution to journalJournal articlepeer-review

Harvard

Skouw, S, Suldrup, A & Olsen, A 2020, 'A Serious Game Approach to Improve Food Behavior in Families - A Pilot Study', Nutrients, vol. 12, no. 5, 1415. https://doi.org/10.3390/nu12051415

APA

Skouw, S., Suldrup, A., & Olsen, A. (2020). A Serious Game Approach to Improve Food Behavior in Families - A Pilot Study. Nutrients, 12(5), [1415]. https://doi.org/10.3390/nu12051415

Vancouver

Skouw S, Suldrup A, Olsen A. A Serious Game Approach to Improve Food Behavior in Families - A Pilot Study. Nutrients. 2020;12(5). 1415. https://doi.org/10.3390/nu12051415

Author

Skouw, Sigrid ; Suldrup, Anja ; Olsen, Annemarie. / A Serious Game Approach to Improve Food Behavior in Families - A Pilot Study. In: Nutrients. 2020 ; Vol. 12, No. 5.

Bibtex

@article{b11262f565bb400ab80da22e16d201bf,
title = "A Serious Game Approach to Improve Food Behavior in Families - A Pilot Study",
abstract = "The objective of this pilot study was to investigate the effect of a specially developed serious game to improve food behavior in families with children aged 5–13 years using mixed methods. Fourteen families were randomized into a game-group and a non-game-group and divided into age groups (game-children (GC), game-parents (GP), non-game-children (nGC), and non-game-parents (nGP)). The families completed a baseline test, a three-week intervention period with or without a game element, and a follow-up test. Qualitative results showed a positive change in food behavior in all families. Quantitative results mainly showed an effect in food neophobia as a decrease was seen in all groups; however, it was only significant (p < 0.05) in three groups (GP, nGC, nGP). No changes were seen in willingness to taste, and only limited changes in liking and number of words used to describe the stimuli. In conclusion, qualitative results showed positive change in the children{\textquoteright}s food behavior in most families, indicating a positive effect of performing tastings and tasks together as a family—regardless of the presence of a game element. However, this was not as clear in the quantitative data, indicating that current quantitative tools are less suited to measure complex concepts like willingness to taste.",
keywords = "Eating behavior, Food neophobia, Gamification, Serious game, Willingness to taste",
author = "Sigrid Skouw and Anja Suldrup and Annemarie Olsen",
year = "2020",
doi = "10.3390/nu12051415",
language = "English",
volume = "12",
journal = "Nutrients",
issn = "2072-6643",
publisher = "M D P I AG",
number = "5",

}

RIS

TY - JOUR

T1 - A Serious Game Approach to Improve Food Behavior in Families - A Pilot Study

AU - Skouw, Sigrid

AU - Suldrup, Anja

AU - Olsen, Annemarie

PY - 2020

Y1 - 2020

N2 - The objective of this pilot study was to investigate the effect of a specially developed serious game to improve food behavior in families with children aged 5–13 years using mixed methods. Fourteen families were randomized into a game-group and a non-game-group and divided into age groups (game-children (GC), game-parents (GP), non-game-children (nGC), and non-game-parents (nGP)). The families completed a baseline test, a three-week intervention period with or without a game element, and a follow-up test. Qualitative results showed a positive change in food behavior in all families. Quantitative results mainly showed an effect in food neophobia as a decrease was seen in all groups; however, it was only significant (p < 0.05) in three groups (GP, nGC, nGP). No changes were seen in willingness to taste, and only limited changes in liking and number of words used to describe the stimuli. In conclusion, qualitative results showed positive change in the children’s food behavior in most families, indicating a positive effect of performing tastings and tasks together as a family—regardless of the presence of a game element. However, this was not as clear in the quantitative data, indicating that current quantitative tools are less suited to measure complex concepts like willingness to taste.

AB - The objective of this pilot study was to investigate the effect of a specially developed serious game to improve food behavior in families with children aged 5–13 years using mixed methods. Fourteen families were randomized into a game-group and a non-game-group and divided into age groups (game-children (GC), game-parents (GP), non-game-children (nGC), and non-game-parents (nGP)). The families completed a baseline test, a three-week intervention period with or without a game element, and a follow-up test. Qualitative results showed a positive change in food behavior in all families. Quantitative results mainly showed an effect in food neophobia as a decrease was seen in all groups; however, it was only significant (p < 0.05) in three groups (GP, nGC, nGP). No changes were seen in willingness to taste, and only limited changes in liking and number of words used to describe the stimuli. In conclusion, qualitative results showed positive change in the children’s food behavior in most families, indicating a positive effect of performing tastings and tasks together as a family—regardless of the presence of a game element. However, this was not as clear in the quantitative data, indicating that current quantitative tools are less suited to measure complex concepts like willingness to taste.

KW - Eating behavior

KW - Food neophobia

KW - Gamification

KW - Serious game

KW - Willingness to taste

U2 - 10.3390/nu12051415

DO - 10.3390/nu12051415

M3 - Journal article

C2 - 32423006

AN - SCOPUS:85084786622

VL - 12

JO - Nutrients

JF - Nutrients

SN - 2072-6643

IS - 5

M1 - 1415

ER -

ID: 242653319