ArticleJMIR serious games2019
Effects of the FIT Game on Physical Activity in Sixth Graders: A Pilot Reversal Design Intervention Study.
Article in JMIR serious games, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.
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
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Who cites it
3 citing papers in PubMed.
- A Randomized Controlled Trial Evaluating the FIT Game's Efficacy in Increasing Fruit and Vegetable Consumption.Nutrients · 2021Trial
- 'A Physically Active Experience': Setting the Stage for a New Approach to Engage Children in Physical Activity Using Themed Entertainment Experiences.Sports medicine (Auckland, N.Z.) · 2022Review
- The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility.Journal of medical Internet research · 2020Article
Corrections and comments
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Authors and funding
4 authors.
Funding
Abstract
backgroundThe FIT Game is a low-cost intervention that increases fruit and vegetable consumption in elementary school children. For this study, the FIT Game was adapted into an intervention designed to increase children's physical activity at school.
objectiveWe aimed to evaluate if the FIT Game could increase children's physical activity relative to their baseline levels.
methodsA total of 29 participants were recruited from a sixth-grade classroom. An ABAB reversal design was used. Participants wore an accelerometer while at school during pre/postintervention baseline (A) and intervention (B) phases. During the FIT Game intervention, daily physical activity goals encouraged the class to increase their median daily step count above the 60th percentile of the previous 10 days. When daily goals were met, game-based accomplishments were realized.
resultsChildren met their activity goals 80% of the time during the intervention phases. Physical activity at school increased from a median of 3331 steps per day during the baseline to 4102 steps during the FIT Game phases (P<.001, Friedman test).
conclusionsPreliminary evidence showed that playing the FIT Game could positively influence children's physical activity at school.
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