ArticleJMIR serious games2020
Nutritional Education and Promotion of Healthy Eating Behaviors Among Mexican Children Through Video Games: Design and Pilot Test of FoodRateMaster.
Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 23 papers, 5 of them syntheses that pooled it.
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Who cites it
23 citing papers in PubMed, 5 syntheses or guidelines pooled it, 47 citations in OpenAlex.
- Digital Interventions Targeting Healthy and Sustainable Eating Behavior: Systematic Review and Meta-Analysis.Journal of medical Internet research · 2026Pooled it
- Mobile- and Web-Based Interventions for Promoting Healthy Diets, Preventing Obesity, and Improving Health Behaviors in Children and Adolescents: Systematic Review of Randomized Controlled Trials.Journal of medical Internet research · 2025Pooled it
- The Influence of Serious Games in the Promotion of Healthy Diet and Physical Activity Health: A Systematic Review.Nutrients · 2023Pooled it
- Serious games and eating behaviors: A systematic review of the last 5 years (2018-2022).Frontiers in nutrition · 2022Pooled it
- Nutrition, Physical Activity, and New Technology Programs on Obesity Prevention in Primary Education: A Systematic Review.International journal of environmental research and public health · 2021Pooled it
- A modern web-based health promotion program for patients in Greece with diabetes 2 and obesity: an interventional study.BMC public health · 2023Trial
- Article
- Mapping the socio-ecological influences on child food literacy: a systematic scoping review.Systematic reviews · 2026Article
- Development and Psychometric Validation of an App-Integrated Questionnaire to Assess Healthy Habits in Children (Ages 8-11): Implications for Pediatric Nursing Practice.Children (Basel, Switzerland) · 2025Article
- Digital intervention targeting nutrition and physical activity behaviours among healthy individuals in low- and middle-income countries: a scoping review.Journal of health, population, and nutrition · 2025Article
- Exploring Mexican psychotherapist's attitudes towards knowledge and use of serious games in clinical practice.Frontiers in digital health · 2025Article
- How do gamified digital therapeutics work on obesity self-management?Metabolism open · 2024Review
- Time to act on childhood obesity: the use of technology.Frontiers in pediatrics · 2024Review
- Digital behavioral dietary interventions to promote a healthy diet among children and adolescents: a scoping review of technologies, design, behavioral theory, and assessed outcomes.Health psychology and behavioral medicine · 2024Article
- Applications of artificial intelligence in the management of childhood obesity.Journal of family medicine and primary care · 2023Review
- A Computational Platform to Support the Detection, Follow-up, and Epidemiological Surveillance of Mental Health and Substance Use Disorders: Protocol for a Development and Evaluation Study.JMIR research protocols · 2023Article
- Neighborhood Food Environment and Children's BMI: A New Framework with Structural Equation Modeling.Nutrients · 2022Article
- Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review.JMIR serious games · 2022Article
- The Effects of a Computer Game (Healthy Rat King) on Preschool Children's Nutritional Knowledge and Junk Food Intake Behavior: Nonrandomized Controlled Trial.JMIR serious games · 2022Article
- HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study.JMIR serious games · 2022Article
Corrections and comments
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Authors and funding
6 authors at 4 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundChildhood obesity has risen dramatically in recent decades, reaching epidemic levels. Children need guidance on and support for maintaining a healthy diet and physical activity to ensure that they grow appropriately and develop healthy eating habits. Serious video games have shown positive effects on promoting the nutritional knowledge, and eating attitudes and behaviors of children; however, research about the usefulness of such games with younger children (8-10 years old) is sparse.
objectiveThe objective of this study was to design and test the serious video game FoodRateMaster targeting children between 8 and 10 years old. The game includes nutritional information and behavior change techniques to help children improve their knowledge of healthy and unhealthy foods, increase their intake of healthy food, and reduce their intake of ultraprocessed food. In addition, FoodRateMaster was designed as an active game to promote physical activity.
methodsAn interdisciplinary team developed FoodRateMaster following an iterative methodology based on a user-centered design. A total of 60 participants (mean age 9 years, SD 0.8; 53% male) completed 12 individual gaming sessions in 6 weeks. A food knowledge questionnaire and a food frequency questionnaire were completed before and after game play. In addition, 39 of the participants' parents answered a parent perception questionnaire after the game play.
resultsParticipants showed increased food knowledge from pregame (mean 56.9, SD 10.7) to postgame play (mean 67.8, SD 10.7; P<.001). In addition, there was a greater self-reported frequency in the consumption of cauliflower and broccoli (P<.001) and corn quesadillas (P<.001). They also indicated a lower self-reported intake of 10 unhealthy foods, including french fries (P=.003), candy and chocolate (P<.001), sweet soft cakes (P=.009), and soft drinks (P=.03). Moreover, most of the parents who answered the parent perception questionnaire agreed that their children showed greater interest in explaining why they should avoid some unhealthy foods (67%, 26/39), in distinguishing between healthy and unhealthy foods (64%, 25/39), and in the intake of fruits (64%, 25/39) and vegetables (59%, 23/39). Finally, 14 parents stated that they introduced some changes in their children's diet based on the comments and suggestions they received from their children.
conclusionsIn an initial evaluation, children between 8 and 10 years old indicated an increased level in nutritional knowledge and their self-reported frequency intake of two healthy foods, and a decreased level in their self-reported intake of 10 unhealthy foods after playing FoodRateMaster. Moreover, the participants' parents agreed that FoodRateMaster positively influenced their children's attitudes toward several healthy eating behaviors. These results support that health games such as FoodRateMaster are viable tools to help young children increase their food knowledge and improve dietary behaviors. A follow-up randomized controlled trial will be conducted to assess the medium- and long-term effects of FoodRateMaster.
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