Development and Feasibility Study of Sustainable ePlate: A Web-Based Serious Game for Multidimensional Sustainable Healthy Diet Interventions in Schools
Abstract
1. Introduction
2. Materials and Methods
2.1. Development Approach
2.1.1. Overview
2.1.2. Food Database and Scoring
2.1.3. Gameplay
2.1.4. Challenge Structure and Progression
2.1.5. Feedback
2.1.6. Deployment and Monitoring Dashboard
2.2. Feasibility Testing Design
2.2.1. Sampling and Participation Inclusion/Exclusion Criteria
2.2.2. Evaluation Measures
2.2.3. Statistical Analysis
3. Results
3.1. Participant Characteristics
3.2. Gamification Experience Results
3.3. Feasibility Results
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| GHG | Greenhouse Gases |
| HEP | Healthy Eating Plate |
| LCA | Life Cycle Assessment |
| SHD | Sustainable Healthy Diets |
| TCA | True Cost Accounting |
| VAS | Visual Analog Scale |
References
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| Indicator | Source | Original Unit | Game Logic/Scoring |
|---|---|---|---|
| Carbon footprint | LCA | kg CO2-eq/kg | Reverse-scored using indicator-specific quintiles across the food database, with lower emissions receiving higher scores (1–5) |
| Water use | LCA | m3/kg | Reverse-scored using indicator-specific quintiles across the food database, with lower emissions receiving higher scores (1–5) |
| Land/soil impact | LCA | kg 1,4-DCB-eq/kg | Reverse-scored using indicator-specific quintiles across the food database, with lower emissions receiving higher scores (1–5) |
| Social impact | TCA | €/kg | Reverse-scored using indicator-specific quintiles across the food database, with lower emissions receiving higher scores (1–5) |
| Nutritional meal balance | Healthy eating plate model | Food-group classification for vegetables, fruits, grains, protein foods, and fats | Implemented through correct placement into the HEP compartments (not directly scored or accounting for HEP food group ratios) |
| Processing level | NOVA | NOVA groups 1–4 | Collapsed into a three-tier reversed score. NOVA group 1 received the highest score (5); NOVA group 4 received the lowest score (1), and NOVA groups 2 and 3 were combined into the intermediate score = 3 |
| Seasonality | FDB/FBDG | Monthly availability | Assigned a dynamic 1–5 score according to seasonal availability in Greece during the month of gameplay |
| Locality | FDB/FBDG | Local/EU/Imported | Three-tier score according to likely origin in the national Greek market. Imported = 1, regional or EU = 3, local to Greece = 5. |
| Cultural Appropriateness | Mediterranean alignment | Dynamic * | Mapped to a 1–5 score based on alignment with Mediterranean dietary principles |
| Element | Location | Function |
|---|---|---|
| Food picker | Left side of main gameplay screen | Presents available food items grouped by category |
| Compartmentalized plate | Center of main gameplay screen | Placeholder visual plate that receives food items based on food groups |
| Score-progress bar | Right side of main gameplay screen | Displays the live meal score (0–25) with markers for three level thresholds |
| Food tooltips | Overlay, hovering over food items (main gameplay screen) | Display a colored 5-dot indicator for each sustainability indicator |
| Journey tracker | Challenge navigation screen | Lists the nine-challenge sequence, their current state (locked/unlocked), and tier achieved per challenge |
| Inactivity overlay | Centered pop-up over gameplay plate | Appears after 15s of inactivity with a contextual hint |
| Completion modal | Centered pop-up upon challenge completion | Reports the achieved tier, awards the corresponding badge, and offers replay or return-to-tracker actions |
| Player dashboard | Journey tracker (challenge navigation screen) | Displays the player’s badge collection and allows for controlled score resets |
| Leaderboard | Journey tracker screen | Shows player rankings by named avatars |
| Feasibility Aspect | Definition | Source | |
|---|---|---|---|
| eGameFlow | In-App Metrics | ||
| Acceptability | Overall enjoyment and game engagement |
| - |
| Usability and engagement | Students’ ability to use the game mechanics, engagement level, apply rules, and interact meaningfully with the content. |
|
|
| Implementation | Delivery of the game in the school setting, completion within a single school session, technical functionality, and successful data capture. | - |
|
| Characteristic | Completed eGameFlow (n = 57) | All Game Sessions (n = 59) |
|---|---|---|
| Age, years (mean ± SD) | 13.88 ± 0.76 | 13.90 ± 0.74 |
| Female, n (%) | 34, 60% | 34, 57.63% |
| Lower secondary (grades 7–9), n (%) | 57, 100% | 59, 100% |
| Upper primary (grades 4–6), n (%) | - | - |
| School 1, n (%) | 33, 57.90% | 35, 59.32% |
| School 2, n (%) | 24, 42.10% | 24, 40.68% |
| Dimension | Mean | SD | 95% CI (Mean) | t | 95% CI (d) | Cohen’s d |
|---|---|---|---|---|---|---|
| Concentration | 6.06 | 0.91 | 5.82–6.30 | 17.21 | 1.78–2.77 | 2.28 |
| Goal Clarity | 6.20 | 1.07 | 5.91–6.48 | 15.51 | 1.59–2.51 | 2.05 |
| Feedback | 6.09 | 1.09 | 5.81–6.38 | 14.57 | 1.49–2.37 | 1.93 |
| Challenge | 5.61 | 1.31 | 5.26–5.96 | 9.30 | 0.88–1.57 | 1.23 |
| Autonomy/Control | 5.79 | 1.33 | 5.44–6.14 | 10.13 | 0.98–1.70 | 1.34 |
| Immersion and Engagement | 5.04 | 1.59 | 4.62–5.46 | 4.95 | 0.37–0.94 | 0.66 |
| Social Interaction | 5.30 | 1.51 | 4.89–5.70 | 6.48 | 0.55–1.16 | 0.86 |
| Knowledge Improvement | 6.06 | 1.08 | 5.77–6.35 | 14.37 | 1.46–2.34 | 1.90 |
| Overall Enjoyment, VAS | 82.54 | 16.33 | 78.21–86.88 | 15.04 | 1.54–2.44 | 1.99 |
| Metric | n = 59 |
|---|---|
| Summary metrics | |
| Completed sessions (n) | 59 |
| Session duration (minutes) | 22.39 ± 12.68 |
| Correct food placements (n) | 5179 |
| Incorrect food placements (n) | 824 |
| Average accuracy rate (%) | 86.27 |
| Average placement interval (seconds) a | 17.57 ± 7.28 |
| Average hesitation/drag-drop (seconds) b | 1.06 ± 0.30 |
| Challenge completion score (mean ± SD) | |
| Nutrition balance | N/A |
| Mediterranean | 19.06 ± 1.59 |
| Processed foods | 22.22 ± 1.90 |
| Water saving | 20.56 ± 1.85 |
| GHG | 20.59 ± 2.28 |
| Seasonality | 14.21 ± 2.76 |
| Locality | 21.82 ± 2.69 |
| Land and soil impact | 22.13 ± 1.91 |
| Social impact | 21.95 ± 1.36 |
| Challenge completion time in minutes (mean ± SD) | |
| Nutrition balance | N/A |
| Mediterranean | 3.50 ± 2.72 |
| Processed foods | 2.91 ± 1.47 |
| Water saving | 3.09 ± 2.40 |
| GHG challenge | 2.67 ± 1.73 |
| Seasonality | 2.40 ± 1.53 |
| Locality | 2.32 ± 1.05 |
| Land and soil impact | 2.05 ± 1.22 |
| Social impact | 1.31 ± 0.74 |
| Interactions | |
| Total challenges attempted (n) | 546 |
| Total food selections (n) | 6003 |
| Total badges earned (n) | 384 |
| Total help access (n) | 0 |
| Total leaderboard access (n) | 0 |
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Patra, E.; Hassapidou, M.; Androutsos, O.; Diou, C.; Pagkalos, I. Development and Feasibility Study of Sustainable ePlate: A Web-Based Serious Game for Multidimensional Sustainable Healthy Diet Interventions in Schools. Nutrients 2026, 18, 2812. https://doi.org/10.3390/nu18172812
Patra E, Hassapidou M, Androutsos O, Diou C, Pagkalos I. Development and Feasibility Study of Sustainable ePlate: A Web-Based Serious Game for Multidimensional Sustainable Healthy Diet Interventions in Schools. Nutrients. 2026; 18(17):2812. https://doi.org/10.3390/nu18172812
Chicago/Turabian StylePatra, Elena, Maria Hassapidou, Odysseas Androutsos, Christos Diou, and Ioannis Pagkalos. 2026. "Development and Feasibility Study of Sustainable ePlate: A Web-Based Serious Game for Multidimensional Sustainable Healthy Diet Interventions in Schools" Nutrients 18, no. 17: 2812. https://doi.org/10.3390/nu18172812
APA StylePatra, E., Hassapidou, M., Androutsos, O., Diou, C., & Pagkalos, I. (2026). Development and Feasibility Study of Sustainable ePlate: A Web-Based Serious Game for Multidimensional Sustainable Healthy Diet Interventions in Schools. Nutrients, 18(17), 2812. https://doi.org/10.3390/nu18172812

