The Impact of a Health Video Game on User-Game Engagement and Dietary Choices
NCT04156919 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 89
Last updated 2023-12-14
Summary
Pediatric obesity is one of the most serious public health challenges of the 21st century. It is a serious problem that is expected to create lifelong health challenges and potentially overwhelm the ability of healthcare providers to manage the consequences. While many factors contribute to pediatric obesity, dietary choices are the leading cause. A key concern is how to inculcate healthy dietary habits early among young children. Over the past 20 years, there has been significant scientific interest in examining the potential learning consequences of playing video games given children's interests in such games. This study investigates the impact of a health video game on children's nutritional knowledge and dietary choices.
Conditions
- Dietary Habits
- Nutrition Knowledge
Interventions
- BEHAVIORAL
-
fooya!™
fooya!™ is a science/evidence-based AI-enabled neuromodulation and Cognitive Behavior Therapy (CBT) technology. fooya!™ has been shown to deliver statistically significant outcomes concerning food choices during randomized-controlled clinical trials conducted at the Baylor College of Medicine's Children's Nutrition Research in the United States of America as well as India. In the game, children make several decisions with split-second timing, such as food choices, destroying bad/unhealthy food robots using the bad foods that are thrown at the player, and saving themselves. If the children collect good/healthy foods, they are in fit-zone for a while, which shields them from bad food robots.
- OTHER
-
WordSearch
We will have an active control group that will play a WordSearch game. The intention is to have the children play a familiar video game through the same modality (IPAD) that is unrelated to diet or lifestyle choices.
Sponsors & Collaborators
-
Tati Siding Primary School
collaborator UNKNOWN -
FriendsLearn
collaborator INDUSTRY -
Oteng Ntsweng
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- PREVENTION
- Masking
- DOUBLE
- Model
- PARALLEL
Eligibility
- Min Age
- 8 Years
- Max Age
- 11 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2019-11-12
- Primary Completion
- 2019-11-30
- Completion
- 2019-12-31
Countries
- Botswana
Study Locations
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