A Randomized Controlled Trial Evaluating the FIT Game's Efficacy in Increasing Fruit and Vegetable Consumption.

A Randomized Controlled Trial Evaluating the FIT Game's Efficacy in Increasing Fruit and Vegetable Consumption.
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一项随机对照试验,评估FIT游戏在增加水果和蔬菜消费方面的功效。

DOI:
10.3390/nu13082646
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发表时间:
2021-07-30
期刊:
影响因子:
5.9
通讯作者:
Madden GJ
Madden GJ
中科院分区:
医学2区
文献类型:
--
作者:
Wengreen HJ;Joyner D;Kimball SS;Schwartz S;Madden GJ

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很少有孩子吃推荐量的水果和蔬菜(FV)。虽然基于激励的干预措施可以增加FV的消费,这种方法是昂贵的,并可能被视为有争议的,由于内在动机的可能的负面影响。FIT游戏旨在应对这些挑战。四所小学被随机分配到合作玩FIT游戏(n = 881)约8周或无游戏控制条件(n = 978)。FIT游戏每天都以漫画书格式的情节在学校食堂的大屏幕上放映,整个午餐时间。所有的孩子都可以看到传达每天全校蔬菜食用目标的情节,并说明了当这些目标集体实现时游戏英雄的进步。在基线、FIT游戏的最后5天和干预结束后3个月收集FV消耗和皮肤类胡萝卜素浓度(类胡萝卜素消耗的生物标志物)的照片估计值。对照学校遵循相同的FV消费监测程序相同的时间。在干预阶段结束时,参加FIT游戏学校的儿童消耗更多的蔬菜(d = 0.41),更多的水果(d = 0.39),皮肤类胡萝卜素(d = 0.66)比基线。在3个月的随访中,蔬菜(d = 0.21,目标改变的食物)和类胡萝卜素(d = 0.53)保持了这些统计学上的显著增加。因此,FIT游戏的无成本虚拟激励在短期和长期内增加了FV消费,而不会对内在动机产生负面影响。
Few children eat the recommended amounts of fruits and vegetables (FV). Although incentive-based interventions can increase FV consumption, this approach is costly and may be viewed as controversial due to the possible negative effects on intrinsic motivation. The FIT Game was designed to address these challenges. Four elementary schools were randomly assigned to either cooperatively play the FIT Game (n = 881) for ~8 weeks or to a no-game Control condition (n = 978). The FIT Game was presented daily as comic-book formatted episodes projected onto a large screen in the school cafeteria throughout lunchtime. All children could see the episodes which communicated daily whole-school vegetable-eating goals and illustrated the progress of the game’s heroes when these goals were collectively met. Photo estimates of FV consumption and skin carotenoid concentrations (biomarker of carotenoid consumption) were collected at baseline, during the last 5 days of the FIT Game, and 3 months after the intervention concluded. Control schools followed the same FV consumption-monitoring procedures for the same duration. At the conclusion of the intervention phase, children attending the FIT Game schools consumed more vegetables (d = 0.41), more fruit (d = 0.39), and had higher skin carotenoids (d = 0.66) than at baseline. These statistically significant increases were maintained at a 3-month follow-up for vegetables (d = 0.21, the food targeted for change) and carotenoids (d = 0.53). Thus, the no-cost virtual incentives of the FIT Game increased FV consumption in the short- and long-run, without negatively impacting intrinsic motivation.
DOI: 10.1016/j.jand.2014.04.026
发表时间: 2014-08-01
影响因子: 4.8
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