Evidence map›Paper›PMID 33206054›Full record

Trial reportJMIR mHealth and uHealth2020

Impact of Pediatric Mobile Game Play on Healthy Eating Behavior: Randomized Controlled Trial.

Yi-Chin Kato-Lin, Uttara Bharath Kumar, Bhargav Sri Prakash, Bhairavi Prakash, Vasini Varadan, Sanjeeta Agnihotri, Nrutya Subramanyam, Pradeep Krishnatray, Rema Padman

3 registry-linked trialsAbstract readRandomized Controlled Trial
In one paragraph

Trial report in JMIR mHealth and uHealth, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 3 registered trials, which are not on this map. Cited by 13 papers, 3 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
13citing papers in PubMed, 3 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.

NCT04082195 phase1completednot on this map

Impact of Digital Health Education Intervention - Fooya on Health Awareness Around Eating Right and Physical Activity of School Going Children in Chennai

TypeinterventionalSponsorCenter for Communication and Change IndiaRan2016 to 2016Enrolled104ConditionsPediatric NutritionArmsFooya mobile game, Uno board game
NCT05458141 nacompletednot on this mapstarted 2022, after this paper: background citation

DVx - SCHOOL: Digital Vaccine for Scalable Curricular Health Outcome Optimization and Learning

TypeinterventionalSponsorCarnegie Mellon UniversityRan2022 to 2024Enrolled240ConditionsInfectious Disease, COVID-19, Physical Inactivity, Health BehaviorArmsFYA-003
NCT06524986 nacompletednot on this mapstarted 2023, after this paper: background citation

The Effect of Self-Efficacy Promoting Program Using Computer Game on Proteinuria in Thai Children With Nephrotic Syndrome

TypeinterventionalSponsorChulalongkorn UniversityRan2023 to 2023Enrolled40ConditionsNephrotic Syndrome in ChildrenArmsSelf-efficacy promoting program using computer game, Standard nursing care
3 · Its place in the literature

Who cites it

13 citing papers in PubMed, 3 syntheses or guidelines pooled it.

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  12. The Recent Advances of Mobile Healthcare in Cardiology Practice.Acta informatica medica : AIM : journal of the Society for Medical Informatics of Bosnia & Herzegovina : casopis Drustva za medicinsku informatiku BiH · 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

9 authors.

Yi-Chin Kato-LinHofstra University, Hempstead, NY, United States.ORCID 0000-0002-0256-8711
Uttara Bharath KumarCenter for Communication Programs, Johns Hopkins University, Baltimore, MD, United States.ORCID 0000-0002-3518-2460
Bhargav Sri PrakashFriendsLearn Inc, Palo Alto, CA, United States.ORCID 0000-0001-9707-373X
Bhairavi PrakashThe Mithra Trust, Chennai, India.ORCID 0000-0001-9805-0839
Vasini VaradanMind in Motion, Chennai, India.ORCID 0000-0003-4438-4432
Sanjeeta AgnihotriCenter for Communication and Change - India, New Delhi, India.ORCID 0000-0002-3956-2380
Nrutya SubramanyamSeethapathy Clinic & Hospital, Chennai, India.ORCID 0000-0001-9194-301X
Pradeep KrishnatrayCenter for Communication and Change - India, New Delhi, India.ORCID 0000-0003-1859-3839
Rema PadmanThe Heinz College of Information Systems and Public Policy, Carnegie Mellon University, Pittsburgh, PA, United States.ORCID 0000-0003-4250-4357

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundVideo and mobile games have been shown to have a positive impact on behavior change in children. However, the potential impact of game play patterns on outcomes of interest are yet to be understood, especially for games with implicit learning components.

objectiveThis study investigates the immediate impact of fooya!, a pediatric dietary mobile game with implicit learning components, on food choices. It also quantifies children's heterogeneous game play patterns using game telemetry and determines the effects of these patterns on players' food choices.

methodsWe analyzed data from a randomized controlled trial (RCT) involving 104 children, aged 10 to 11 years, randomly assigned to the treatment group (played fooya!, a dietary mobile game developed by one of the authors) or the control group (played Uno, a board game without dietary education). Children played the game for 20 minutes each in two sessions. After playing the game in each session, the children were asked to choose 2 out of 6 food items (3 healthy and 3 unhealthy choices). The number of healthy choices in both sessions was used as the major outcome. We first compared the choice and identification of healthy foods between treatment and control groups using statistical tests. Next, using game telemetry, we determined the variability in game play patterns by quantifying game play measures and modeled the process of game playing at any level across all students as a Markov chain. Finally, correlation tests and regression models were used to establish the relationship between game play measures and actual food choices.

resultsWe saw a significant main effect of the mobile game on number of healthy foods actually chosen (treatment 2.48, control 1.10; P<.001; Cohen d=1.25) and identified (treatment 7.3, control 6.94; P=.048; Cohen d=.25). A large variation was observed in children's game play patterns. Children played an average of 15 game levels in 2 sessions, with a range of 2 to 23 levels. The greatest variation was noted in the proportion of scoring activities that were highly rewarded, with an average of 0.17, ranging from 0.003 to 0.98. Healthy food choice was negatively associated with the number of unhealthy food facts that children read in the game (Kendall τ=-.32, P=.04), even after controlling for baseline food preference.

conclusionsA mobile video game embedded with implicit learning components showed a strong positive impact on children's food choices immediately following the game. Game telemetry captured children's different play patterns and was associated with behavioral outcomes. These results have implications for the design and use of mobile games as an intervention to improve health behaviors, such as the display of unhealthy food facts during game play. Longitudinal RCTs are needed to assess long-term impact.

trial registrationClinicalTrials.gov NCT04082195; https://clinicaltrials.gov/ct2/show/NCT04082195, registered retrospectively.

Indexed as

Diet, HealthyVideo GamesChildDietFeeding BehaviorHealth BehaviorHumansgame telemetry analysishealthy eating behavior evaluationimplicit learningmobile gamespediatric obesity

Identifiers

PMID33206054
PMCPMC7710449

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

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.