ArticlePloS one2014
Gamification of dietary decision-making in an elementary-school cafeteria.
Article in PloS one, 2014. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers, 4 of them syntheses that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
17 citing papers in PubMed, 4 syntheses or guidelines pooled it.
- Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT-A Systematic Review.Medicina (Kaunas, Lithuania) · 2024Pooled it
- Using Health Education to Address Student Physical Activity and Nutrition: Evidence and Implications to Advance Practice.The Journal of school health · 2023Pooled it
- Strategies for enhancing the implementation of school-based policies or practices targeting risk factors for chronic disease.The Cochrane database of systematic reviews · 2017Pooled it
- Food Waste in the National School Lunch Program 1978-2015: A Systematic Review.Journal of the Academy of Nutrition and Dietetics · 2017Pooled it
- A Randomized Controlled Trial Evaluating the FIT Game's Efficacy in Increasing Fruit and Vegetable Consumption.Nutrients · 2021Trial
- Observational
- Development of an Extended-Reality (XR)-Based Intervention to Treat Adolescent Obesity.International journal of environmental research and public health · 2022Article
- Article
- Healthy Eating: Approaching the Selection, Preparation, and Consumption of Healthy Food as Choice Behavior.Perspectives on behavior science · 2019Article
- Effects of the FIT Game on Physical Activity in Sixth Graders: A Pilot Reversal Design Intervention Study.JMIR serious games · 2019Article
- Factors Related to Fruit and Vegetable Consumption at Lunch Among Elementary Students: A Scoping Review.Preventing chronic disease · 2018Article
- Fit "N" Cool Kids: The Effects of Character Modeling and Goal Setting on Children's Physical Activity and Fruit and Vegetable Consumption.Clinical medicine insights. Pediatrics · 2018Article
- The FIT Game III: Reducing the Operating Expenses of a Game-Based Approach to Increasing Healthy Eating in Elementary Schools.Games for health journal · 2017Article
- Gamification for health and wellbeing: A systematic review of the literature.Internet interventions · 2016Review
- Simple interventions to improve healthy eating behaviors in the school cafeteria.Nutrition reviews · 2016Review
- Games for Health for Children-Current Status and Needed Research.Games for health journal · 2016Article
- Article
Corrections and comments
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Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Despite the known health benefits of doing so, most US children do not consume enough fruits and vegetables (FV). School-based interventions can be effective in increasing FV consumption, but the most effective of these require that schools allocate their time, effort, and financial resources to implementing the program: expenditures that schools may be reluctant to provide in climates of academic accountability and economic austerity. The present demonstration project used a behaviorally based gamification approach to develop an intervention designed to increase FV consumption while minimizing material and labor costs to the school. During the intervention, the school (N = 180 students in grades K-8) played a cooperative game in which school-level goals were met by consuming higher-than-normal amounts of either fruit or vegetables (alternating-treatments experimental design). School-level consumption was quantified using a weight-based waste measure in the cafeteria. Over a period of 13 school days, fruit consumption increased by 66% and vegetable consumption by 44% above baseline levels. Use of an alternating-treatment time-series design with differential levels of FV consumption on days when fruit or vegetable was targeted for improvement supported the role of the intervention in these overall consumption increases. In post-intervention surveys, teachers rated the intervention as practical in the classroom and enjoyed by their students. Parent surveys revealed that children were more willing to try new FV at home and increased their consumption of FV following the intervention. These findings suggest that a behaviorally based gamification approach may prove practically useful in addressing concerns about poor dietary decision-making by children in schools.
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Registered trials
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