Evidence map›Paper›PMID 24718587›Full record

ArticlePloS one2014

Gamification of dietary decision-making in an elementary-school cafeteria.

Brooke A Jones, Gregory J Madden, Heidi J Wengreen, Sheryl S Aguilar, E Anne Desjardins

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
17citing papers in PubMed, 4 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

17 citing papers in PubMed, 4 syntheses or guidelines pooled it.

  1. Pooled it
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  4. Food Waste in the National School Lunch Program 1978-2015: A Systematic Review.Journal of the Academy of Nutrition and Dietetics · 2017
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  7. Development of an Extended-Reality (XR)-Based Intervention to Treat Adolescent Obesity.International journal of environmental research and public health · 2022
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Brooke A JonesDepartment of Psychology, Utah State University, Logan, Utah, United States of America.
Gregory J MaddenDepartment of Psychology, Utah State University, Logan, Utah, United States of America.
Heidi J WengreenDepartment of Nutrition, Dietetics, and Food Sciences, Utah State University, Logan, Utah, United States of America.
Sheryl S AguilarCenter for Human Nutrition Studies, Utah State University, Logan, Utah, United States of America.
E Anne DesjardinsBear River Charter School, Logan, Utah, United States of America.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

Choice BehaviorFood PreferencesFruitSchool Health ServicesVegetablesVideo GamesChildChild, PreschoolConsumer BehaviorCost SavingsDecision MakingFemaleHumansMaleMotivationParents

Identifiers

PMID24718587
PMCPMC3981730

What OpenQuestion holds

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LicenceCC BY
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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.