ArticleGames for health journal2017
The FIT Game III: Reducing the Operating Expenses of a Game-Based Approach to Increasing Healthy Eating in Elementary Schools.
Article in Games for health journal, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers.
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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
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Who cites it
8 citing papers in PubMed.
- A Randomized Controlled Trial Evaluating the FIT Game's Efficacy in Increasing Fruit and Vegetable Consumption.Nutrients · 2021Trial
- Learning About Healthy Nutrition by Doing: Experiential Approaches in School-Based Nutrition Education.Nutrients · 2026Review
- Nutriacción+: A Tool for Learning About Healthy Eating for Economically and Educationally Vulnerable Children.European journal of investigation in health, psychology and education · 2025Article
- Exploring Children's Knowledge of Healthy Eating, Digital Media Use, and Caregivers' Perspectives to Inform Design and Contextual Considerations for Game-Based Interventions in Schools for Low-Income Families in Lima, Peru: Survey Study.JMIR formative research · 2024Article
- Effects of the FIT Game on Physical Activity in Sixth Graders: A Pilot Reversal Design Intervention Study.JMIR serious games · 2019Article
- Nutrition Education and Dietary Behavior Change Games: A Scoping Review.Games for health journal · 2019Article
- Digital Gaming for Nutritional Education: A Survey on Preferences, Motives, and Needs of Children and Adolescents.JMIR formative research · 2019Article
- Article
Corrections and comments
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Authors and funding
6 authors.
Funding
Abstract
objectivePreviously published versions of the healthy eating "FIT Game" were administered by teachers in all grades at elementary schools. The present study evaluated whether the game would retain its efficacy if teachers were relieved of this task; presenting instead all game materials on visual displays in the school cafeteria. MATERIALS AND
methodsParticipants were 572 children attending two Title 1 elementary schools (grades K-5). Following a no-intervention baseline period in which fruit and vegetable consumption were measured from food waste, the schools played the FIT Game. In the game, the children's vegetable consumption influenced events in a good versus evil narrative presented in comic book-formatted episodes in the school cafeteria. When daily vegetable-consumption goals were met, new FIT Game episodes were displayed. Game elements included a game narrative, competition, virtual currency, and limited player autonomy. The two intervention phases were separated by a second baseline phase (within-school reversal design). Simulation Modeling Analysis (a bootstrapping technique appropriate to within-group time-series designs) was used to evaluate whether vegetable consumption increased significantly above baseline levels in the FIT Game phases (P < 0.05).
resultsVegetable consumption increased significantly from 21.3 g during the two baseline phases to 42.5 g during the FIT Game phases; a 99.9% increase. The Game did not significantly increase fruit consumption (which was not targeted for change), nor was there a decrease in fruit consumption.
conclusionLabor-reductions in the FIT Game did not reduce its positive impact on healthy eating.
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