Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis
Abstract
:1. Introduction
2. Methods
2.1. Design and Search Methods
2.2. Inclusion and Exclusion Criteria
2.3. Study Selection, Quality Appraisal, and Risk of Bias
2.4. Data Abstraction
2.5. Data Analysis
3. Results
3.1. Study Characteristics
3.2. Effects of Gamification on Food Groups and Food Habits
3.3. Effects of Gamification in Body Composition
3.4. Meta-Analysis Results and Risk of Bias
4. Discussion
Limitations
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Authors, (Year), Country | Design | Sample | Aim | Intervention | Duration | Measurement | Main Outcomes M(SD) | EL/RG |
---|---|---|---|---|---|---|---|---|
Amaro et al. [27] (2006), Italy | RCT | N = 241 children Age 11–14 year n CG = 88 n IG = 153 | To test the changes in nutrition knowledge and dietary behaviour | CG: no intervention IG: “Kalèdo” Nutrition board-game (play session 15–30 min) | 24 weeks | Questionnaires on nutritional knowledge and food intake BMI | Nutrition knowledge Significant difference between IG and CG at post-assessment (p < 0.05). Adjusted means were 11.24 (95% CI 10.68–11.80) for the IG and 9.24 (95% CI 8.50–9.98) for CG Dietary intake Significant difference between IG and CG at post-assessment (p < 0.01) for the variable vegetable intake. Adjusted mean number of servings per week was 3.7 (95% CI 3.5–4.1) for IG and 2.8 (95% CI 2.4–3.3) for CG BMI No significant difference between IG and CG at post-assessment. Adjusted means were 0.345 (95% CI 0.29–0.39) for IG and 0.405 (95% CI 0.34–0.46) for CG | 1b/A |
Bannon et al. [28] (2006), USA | RCT | N = 50 children Mean age 5 years n CG = 18 n IG1 = 14 n IG2 = 18 | To test the influence of nutrition message framing on snack choice among children | CG: control video IG1: gain-framed nutrition video message IG2: loss-framed nutrition video message | 60 s video time | Food preference questionnaire Healthy food questionnaire | Gain- and loss-framed messages promoting healthy snacks have the potential to positively influence children’s behaviour In IG, 56% chose apples rather than animal crackers; in CG, only 33% chose apples | 1b/A |
Baños et al. [29] (2013), Spain | RCT | N = 228 children Age 10–13 years n CG = 155 n IG = 73 | To study an online game to improve children’s nutritional knowledge | CG: paper–pencil intervention IG: “ETIOBE Mates” broader e-therapy platform educational website including serious games | 2 weeks (unlimited sessions) | Nutritional knowledge questionnaire | Baseline Nutritional knowledge CG: 6.25 (1.3) IG: 6.46 (1.3) 2 weeks follow-up Nutritional knowledge CG: 6.42 (1.5) IG: 6.94 (1.4) | 1b/A |
Baranowski et al. [30] (2011), USA | RCT | N = 133 children Age 10–12 years n CG = 40 n IG = 93 | To promote behaviour change on children’s diet | CG: games on popular websites IG: “Escape from Diab” + “Nanoswarm: Invasion from Inner Space” Video-games (9 sessions of 40 min) | 2 months | BMI Mean levels of FV, non-fat vegetables, total energy | Baseline CG Body Composition BMI %: 75.12 (1.04) BMI z-score: 0.78 (0.03) Diet (Servings) FV: 1.56 (0.18) Total Energy (kcal): 1657 (58) IG Body Composition BMI %: 77.41 (0.74) BMI z-score: 0.85 (0.02) Diet (Servings) FV: 1.88 (0.13) Total Energy (kcal): 1604 (41) 2 months follow-up CG Body Composition BMI %: 75.98 (1.09) BMI z-score: 0.80 (0.03) Diet (Servings) FV: 1.48 (0.19) Total Energy (kcal): 1653 (63) IG Body Composition BMI %: 77.28 (0.75) BMI z-score: 0.83 (0.02) Diet (Servings) FV: 2.15 (0.13) Total Energy (kcal): 1632 (42) | 1b/A |
Chagas et al. [31] (2020), Brazil | RCT | N = 319 adolescents Mean age 15.8 years n CG = 202 n IG = 117 | To assess the impact of a game-based nutritional intervention on food consumption, nutritional knowledge, and self-efficacy | CG: no intervention IG: “Rango Cards”, a digital game (unlimited session) | 17 days | Nutritional knowledge questionnaire | Baseline Nutritional knowledge CG: 4.3 (0.5) IG: 4.2 (0.4) Follow-up Nutritional knowledge CG: 4.2 (0.6) IG: 4.2 (0.5) | 1b/A |
Cullen et al. [32] (2005), USA | RCT | N = 1489 children Age 8–12 years n CG = 740 n IG = 749 | To assess changes in nutritional practices | CG: no intervention IG: “Squire’s Quest!” multimedia game (10 sessions of 25 min) | 5 weeks | Servings of fruit, 100% juice, and vegetables consumed | After intervention, at snacks, the difference in means between IG and CG was significantly higher for fruit and 100% fruit juice, and for regular non-fried vegetables but not for other juice and vegetables | 1b/A |
Cullen et al. [33] (2016), USA | RCT | N = 387 children Age 9–11 years n CG = 97 n IG1 action plans = 98 n IG2 coping plans = 95 n IG3 action + coping plans = 97 | To examine an online video-game to promote fruit-vegetable consumption changes | CG: no intervention IG: “Squire’s Quest II” online video-game. 10 sessions (25 min each) for 5 weeks | 5 weeks 6 months follow up | Servings of fruit, 100% juice, and vegetables consumed | At 6 months, vegetable intake at dinner was significantly increased in action and coping groups. Overall, there were significant increases in fruit consumption at breakfast (p = 0.009), lunch (p = 0.014), and as a snack (p < 0.001) | 1b/A |
Folkvord et al. [34] (2013), Netherlands | RCT | N = 270 children Age 8–10 years n CG = 69 n IG1 = 69 n IG2 = 67 n IG3 = 65 | To examine the effect of advergames that promote intake of energy-dense snacks or fruit on children | CG: no intervention IG1: advergame that promoted energy-dense snacks IG1: advergame that promoted fruit IG3: non-food products | - | Caloric intake | Children who played an advergame that promoted food (energy-dense snacks or fruit) ate significantly more than did the children who played an advergame that promoted non-food products (p < 0.01) and also ate. Sex (male) (p < 0.05), hunger (p < 0.01), and age (p < 0.05) were significantly related to energy-dense calorie intake | 1b/A |
Froome et al. [35] (2020), Canada | RCT | N = 73 children Age 8–10 years n CG = 34 n IG = 39 | To determine improvement in children’s nutritional knowledge | CG: cooking game “My Salad Shop Bar” IG: game mobile application Foodbot Factory (learning module of drinks, whole-grain food, vegetables and fruits, animal protein, plant-based protein + voiceover) (10–15 min each day) | 5 days | Nutrition knowledge | Baseline Nutrition knowledge CG: 10.2 (3.1) IG: 10.3 (2.9) Day 5 Nutrition knowledge CG: 10.4 (3.2) IG: 13.5 (3.8) | 1b/A |
Gan et al. [36] (2019), Philippines | RCT | N = 360 children Age 7–10 years n CG = 180 n IG = 180 | To increase nutrition knowledge | CG: no intervention IG: “Healthy Foodie” nutrition game (25 to 40 min to complete the game) | 2 weeks | Nutrition knowledge questionnaire | Baseline Food Group Knowledge score CG: 9.55 (3.72) IG: 9.08 (3.48) Food Frequency Knowledge score CG: 9.67 (2.79) IG: 9.16 (2.55) 2 weeks follow-up Food Group Knowledge score CG: 8.66 (3.82) IG: 11.42 (3.25) Food Frequency Knowledge score CG: 9.22 (2.75) IG: 10.55 (2.28) | 1b/A |
Hermans et al. [37] (2018), USA | RCT | N = 108 children Age 10–13 years n CG = 58 n IG = 50 | To test the short-term effectiveness of a videogame designed to teach elementary school children about nutrition and healthy food choices | CG: web-based nutrition game “Super Shopper” (not designed to educate children in healthy food choices) IG: gameplay of An Alien Health Game “Feed the Alien!” (designed to educate children in healthy food choices and the main function of the five most important macronutrients). 1 h of gameplay (30 min session) | 2 weeks | Nutritional knowledge Food intake | Nutritional knowledge IG had better knowledge at immediate post-test, (p < 0.001) but not at 2-week follow-up (p = 0.999) Food intake Participants in both conditions ate more energy-dense foods at 2-week follow-up than at immediate post-test (p < 0.001). | 1b/A |
Lakshman et al. [38] (2010), UK | RCT | N = 1133 children Age 9–11 years n CG = 631 n IG = 502 | To increase nutrition knowledge | CG: traditional healthy eating curriculum IG: “Top Grub”: card nutrition game | 9 weeks | Nutrition knowledge questionnaire Attitudes to healthy eating | Baseline Nutrition knowledge Total score CG: 27.3 (2) IG: 28.3 (1.1) Balanced diet domain (max 0.15 points) CG: 11.3 (0.9) IG: 11.6 (0.4) Ability to identify healthier foods CG: 11.6 (0.9) IG: 12.1 (0.6) 9 weeks Nutrition knowledge Total score CG: 27.6 (2.1) IG: 29.2 (0.8) Balanced diet domain (max 0.15 points) CG: 11.5 (0.9) IG: 12.1 (0.5) Ability to identify healthier foods CG: 11.6 (1.0) IG: 12.1 (0.4) | |
Lu et al. [39] (2012), USA | RCT | N = 153 children Age 10–12 years n CG = 50 n IG = 103 | To analyse positive health outcomes | CG: no intervention IG: health videogame “Escape from Diab”. 9 sessions of 40 min | 2 months | Fruit, vegetables, and water consumption | Baseline vs. 2 months follow-up (Only for IG) Fruit/Vegetables Preference 68.36 (13.53)/71.54 (15.49) Water Preference 2.64 (0.65)/2.59 (0.72) Intrinsic Motivation for Fruit 5.89 (1.94)/6.15 (2.18) Intrinsic Motivation for Vegetable 3.76 (1.82)/3.73 (1.94) Intrinsic Motivation for Water 5.19 (1.95)/5.51 (1.91) Fruit Self-Efficacy 9.49 (2.12)/10.39 (2.29) Vegetable Self-Efficacy 4.69 (2.24)/5.32 (2.22) Water Self-Efficacy 3.56 (1.39)/3.69 (1.54) Story immersion correlated positively (p < 0.03) with an increase in Fruit and Vegetable Preference (r = 0.27), Intrinsic Motivation for Water (r = 0.29), Vegetable Self-Efficacy (r = 0.24) | 1b/A |
Mack et al. [40] (2020), Germany | RCT | N = 82 children Age 9–12 year n CG = 40 n IG = 42 | To evaluate the gain in knowledge about important lifestyle factors with the focus on nutrition | CG: brochure healthy lifestyle IG: nutrition games modules (2 sessions of 45 min) | 2 weeks | Maintenance of knowledge questionnaire Food frequency questionnaire Healthy nutrition index | Baseline Knowledge score % Food pyramid score CG: 49 (14) IG: 50 (13) % of dietary energy-density score CG: 41 (19) IG: 51 (18) Healthy nutrition index (reported by children) CG: 8.9 (2.2) IG: 8.8 (2.1) 4 weeks follow-up Knowledge score% Food pyramid CG: 54 (12) IG: 77 (12) % of dietary energy-density score CG: 46 (22) IG: 64 (17) Healthy nutrition index (reported by children) CG: 9.3 (2.5) IG: 9.5 (2.2) | 1b/A |
Putnam et al. [41] (2018), USA | RCT | N = 132 children Age 4–5 years n CG = 44 n IG = 88 | To encourage healthier snack selection and consumption | CG: game adventure app IG: game adventure app with “Dora the Explorer” | - | Snack choices | Children who were aware of Dora were 10.34 times more likely to select healthier snack items than those who were unaware of her (p = 0.008) | 1b/A |
Sharma [42] (2015), USA | RCT | N = 94 children Age 8–12 years n CG = 50 n IG = 44 | To evaluate dietary behaviours | CG: usual programs IG: “Quest to Lava Mountain” adventure game (90 min play game) | 6 weeks | Dietary Intake | Baseline Dietary intake fruit (servings per 1000 kcal) CG: 0.81 (0.67) IG: 0.84 (0.67) Vegetables (servings per 1000 kcal) CG: 0.51 (0.33) IG: 0.56 (0.42) Dietary fibre (g/1000 kcal) CG: 8.82 (2.46) IG: 8.29 (2.59) Sugars (g/1000 kcal) CG: 55.33 (16.94) IG: 55.35 (13.47) Total fat (g/1000 kcal) CG: 32.31 (6.01) IG: 32.84 (5.45) Energy (kcal) CG: 1632.51 (443.37) IG: 1415.49 (412.02) Carbohydrates (g/1000 kcal) CG: 51.83 (7.97) IG: 49.79 (6.98) Protein (g/1000 kcal) CG: 15.86 (3.71) IG: 17.37 (3.80) Calcium (mg/1000 kcal) CG: 520.92 (180.32) IG: 597.36 (186.07) 6 weeks follow-up Dietary intake fruit (servings per 1000 kcal) CG: 0.79 (0.68) IG: 0.71(0.67) Vegetables (servings per 1000 kcal) CG: 0.45 (0.37) IG: 0.50 (0.44) Dietary fibre (g/1000 kcal) CG: 7.96 (2.82) IG: 8.35 (2.61) Sugars (g/1000 kcal) CG: 60.94 (15.97) IG: 50.45 (18.93) Total fat (g/1000 kcal) CG: 31.90 (6.83) IG: 34.78 (6.83) Energy (kcal) CG: 1331.46 (524.92) IG: 1304.11 (571.60) Carbohydrates (g/1000 kcal) CG: 52.40 (8.31) IG: 48.49 (9.03) Protein (g/1000 kcal) CG: 15.70 (4.21) IG: 16.72 (5.72) Calcium (mg/1000 kcal) CG: 561.83 (262.32) IG: 538.15 (168.55) | 1b/A |
Sharps et al. [43] (2016), UK | RCT | N = 143 children Age 6–11 years n CG = 46 n IG1 = 49 n IG2 = 48 | To increase intake of fruit and vegetables through board games | CG: non-food-related game IG1: descriptive social norm-based message. Fruit and vegetables related game IG2: health message and image condition. Fruit and vegetables related game 7 min of playtime every day | - | Food intake | Food intake Significant main effect of condition on fruit and vegetable intake (p = 0.01). IG2 ate significantly more fruit and vegetables than children in CG (p = 0.009). There was no significant main effect of conditioning on high-calorie snack food intake (p = 0.99) | 1b/A |
Rosi et al. [44] (2016), Italy | RCT | N = 145 children Age 8–10 years n CG = 33 n IG1 = 58 n IG2 = 54 | To improve nutritional education | CG: no intervention IG1: “Master of Taste” nutritional educator IG2: “Master of Taste” supported by a humanoid robot | 1 year | Cultural–nutritional awareness factor (score of the nutritional knowledge level) | Baseline Cultural–nutritional awareness factor CG: 5.5 (1.5) IG1: 6.2 (1.7) IG2: 5.9 (1.3) 1 year follow-up Cultural–nutritional awareness factor CG: 6.1 (1.4) IG1: 6.9 (1.1) IG2: 6.9 (1.1) | 1b/A |
Spook et al. [45] (2016), Netherlands | RCT | N = 231 adolescents Mean age 17.28 years n CG = 126 n IG = 105 | To assess dietary intake | CG: no intervention IG: “Balance It”, interactive multimedia game (unlimited sessions) | 4 weeks | Dietary intake (fruit and vegetable consumption, snack consumption, and soft drink consumption) | Baseline Behavioural outcomes (mean portion/day) Fruit intake CG: 0.80 (0.68) IG: 0.81 (0.68) Vegetable intake CG: 1.32 (0.38) IG: 1.26 (0.33) Snack consumption CG: 0.98 (0.51) IG: 0.91 (0.50) Soft drink consumption CG: 1.11 (0.59) IG: 1.07 (0.53) 4 weeks follow-up Behavioural outcomes (mean portion/day) Fruit intake CG: 0.81 (0.62) IG: 1.05 (0.75) Vegetable intake CG: 1.28 (0.36) IG: 1.21 (0.41) Snack consumption CG: 0.90 (0.48) IG: 0.86 (0.51) Soft drink consumption CG: 1.07 (0.57) IG: 0.92 (0.57) | 1b/A |
Thompson et al. [46], (2016) USA | RCT | N = 387 children Aged 9–11 years n CG = 97 n IG1 action = 98 n IG2 coping = 95 n IG3 action + coping = 97 | To evaluate the dietary intake of healthy children | CG: no intervention Intervention: serious game “Squire’s Quest! II” (10 sessions of 25 min) IG1 Action: set a goal and then created an action plan to meet the goal. IG2: Coping, a goal to eat more FV and then to create a coping plan IG3: Both IG1 + IG2 | 5 weeks | Fruit and vegetable intake | Baseline Energy (kcal) CG: 1496 (34.71) IG1: 1477 (34.93) IG2: 1487 (35.04) IG3: 1476 (35.13) Vitamin C (mg) CG: 96.89 (7.97) IG1: 74.25 (8.01) IG2: 73.37 (8.03) IG3: 84.99 (8.04) Sodium (mg) CG: 2655 (45.33) IG1:2626 (45.58) IG2: 2646 (45.71) IG3: 2623 (45.81) Potassium (mg) CG: 1732 (38.1) IG1: 1668 (38.35) IG2: 1693 (38.48) IG3: 1823 (38.59) Total dietary fibre (g) CG: 11.02 (0.34) IG1: 11.33 (0.35) IG2: 11.16 (0.35) IG3: 11.4 (0.35) Added sugars (g) CG: 54.74 (2.25) IG1: 58.69 (2.26) IG2: 56.83 (2.26) IG3: 58.16 (2.27) 6 months follow-up Energy (kcal) CG: 1523 (39.09) IG1: 1444 (38.94) IG2: 1510 (39.79) IG3: 1482 (39.31) Vitamin C (mg) CG: 92.66 (11.98) IG1: 87.22 (11.91) IG2: 96.91 (12.11) IG3: 104.47 (11.98) Sodium (mg) CG: 2740 (50.96) IG1: 2562 (50.70) IG2: 2667 (51.91) IG3: 2670 (51.14) Potassium (mg) CG: 1789 (45.66) IG1: 1905 (45.47) IG2: 1854 (46.42) IG3: 1858 (45.86) Total dietary fibre (g) CG: 11.5 (0.42) IG1: 12.75 (0.42) IG2: 12.14 (0.42) IG3: 12.15 (0.42) Added sugars (g) CG: 48.2 (2.25) IG1: 50.79 (2.24) IG2: 53.83 (2.29) IG3: 50.13 (2.26) | 1b/A |
Viggiano et al. [47] (2015), Italy | RCT | N = 3110 children Age 9–19 years n CG = 1447 n IG = 1663 | To promote nutrition education and to improve dietary behaviour | CG: no intervention IG: “Kalèdo” nutrition board-game (15–30 min session) | 20 weeks | BMI z-score Nutrition Knowledge | Baseline Normal Weight CG: 52.55% IG: 51.6% Overweight CG: 32.6% IG: 34.9% Obesity CG: 14.8% IG: 13.3% BMI z-score CG: 0.59 IG: 0.58 Nutrition Knowledge CG: 4.4 (4.2–4.5) IG: 4.2 (4.1–4.4) Food Habits CG: 27.3 IG: 27.2 18 months follow-up Normal Weight CG: 52.55% IG: 63.55% Overweight CG: 32% IG: 27.8% Obesity CG: 15.45% IG: 8.65% BMI z-score CG: 0.58 IG: 0.34 Nutrition Knowledge CG: 5.6 (5.4–5.7) IG: 6.2 (6.1–6.4) Food Habits CG: 28.6 IG: 29.3 | 1b/A |
Viggiano et al. [48] (2018), Italy | RCT | N = 1007 children Age 7–11 years n CG: 356 n IG: 651 | To improve knowledge in nutrition and to promote a healthy lifestyle | CG: no intervention IG: “Kalèdo” nutrition board-game. 20 sessions of 15–30 min | 20 weeks | Food frequency consumption BMI z-score | 8 months follow-up IG significantly increased the consumption of healthy food (p < 0.01) compared to CG 18 months follow-up The increase in the consumption of healthy foods in GI was maintained over time (p < 0.01). Significantly higher consumption of healthy food in girls (mean 9.41; CI 95% 7.61–11.22) compared to boys (mean 7.11; CI 95% 5.46–8.76). IG decreased junk food consumption (p < 0.01) compared to the CG | 1b/A |
Zask et al. [49] (2012), Australia | RCT | N = 1005 children Age 3–6 years n CG = 537 n IG = 468 | To increasing fruit and vegetable intake and decreasing unhealthy food consumption | CG: no intervention IG: “Tooty Fruity Vegie” a game health promotion program | 10 months | Dietary intake BMI | Baseline Number of fruit and vegetables serves CG: 1.95 (0.17) IG: 1.91 (0.13) BMI z-scores CG: 0.11 (0.08) IG: 0.14 (0.06) Mean waist circumference in cm CG: 52.33 (0.29) IG: 52.54 (0.23) 10 months follow-up Number of fruit and vegetables serves CG: 1.73 (0.12) IG: 2.31 (0.11) BMI z- scores CG: 0.24 (0.09) IG: 0.11 (0.06) Mean waist circumference in cm CG: 53.49 (0.28) IG: 52.89 (0.29) | 1b/A |
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Suleiman-Martos, N.; García-Lara, R.A.; Martos-Cabrera, M.B.; Albendín-García, L.; Romero-Béjar, J.L.; Cañadas-De la Fuente, G.A.; Gómez-Urquiza, J.L. Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis. Nutrients 2021, 13, 2478. https://doi.org/10.3390/nu13072478
Suleiman-Martos N, García-Lara RA, Martos-Cabrera MB, Albendín-García L, Romero-Béjar JL, Cañadas-De la Fuente GA, Gómez-Urquiza JL. Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis. Nutrients. 2021; 13(7):2478. https://doi.org/10.3390/nu13072478
Chicago/Turabian StyleSuleiman-Martos, Nora, Rubén A. García-Lara, María Begoña Martos-Cabrera, Luis Albendín-García, José Luis Romero-Béjar, Guillermo A. Cañadas-De la Fuente, and José L. Gómez-Urquiza. 2021. "Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis" Nutrients 13, no. 7: 2478. https://doi.org/10.3390/nu13072478
APA StyleSuleiman-Martos, N., García-Lara, R. A., Martos-Cabrera, M. B., Albendín-García, L., Romero-Béjar, J. L., Cañadas-De la Fuente, G. A., & Gómez-Urquiza, J. L. (2021). Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis. Nutrients, 13(7), 2478. https://doi.org/10.3390/nu13072478