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

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          Abstract

          Background

          Video 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.

          Objective

          This 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.

          Methods

          We 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.

          Results

          We 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.

          Conclusions

          A 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 Registration

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

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          Most cited references63

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            Statistical Power Analysis for the Behavioral Sciences

            <i>Statistical Power Analysis</i> is a nontechnical guide to power analysis in research planning that provides users of applied statistics with the tools they need for more effective analysis. The Second Edition includes: <br> * a chapter covering power analysis in set correlation and multivariate methods;<br> * a chapter considering effect size, psychometric reliability, and the efficacy of "qualifying" dependent variables and;<br> * expanded power and sample size tables for multiple regression/correlation.<br>
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              Social Foundations of Thought and Action : A Social Cognitive Theory

              Presents a comprehensive theory of human motivation and action from a social-cognitive perspective. This insightful text addresses the prominent roles played by cognitive, vicarious, self-regulatory, and self-reflective processes in psychosocial functioning; emphasizes reciprocal causation through the interplay of cognitive, behavioral, and environmental factors; and systematically applies the basic principles of this theory to personal and social change.
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                Author and article information

                Contributors
                Journal
                JMIR Mhealth Uhealth
                JMIR Mhealth Uhealth
                JMU
                JMIR mHealth and uHealth
                JMIR Publications (Toronto, Canada )
                2291-5222
                November 2020
                18 November 2020
                : 8
                : 11
                : e15717
                Affiliations
                [1 ] Hofstra University Hempstead, NY United States
                [2 ] Center for Communication Programs Johns Hopkins University Baltimore, MD United States
                [3 ] FriendsLearn Inc Palo Alto, CA United States
                [4 ] The Mithra Trust Chennai India
                [5 ] Mind in Motion Chennai India
                [6 ] Center for Communication and Change – India New Delhi India
                [7 ] Seethapathy Clinic & Hospital Chennai India
                [8 ] The Heinz College of Information Systems and Public Policy Carnegie Mellon University Pittsburgh, PA United States
                Author notes
                Corresponding Author: Rema Padman rpadman@ 123456cmu.edu
                Author information
                https://orcid.org/0000-0002-0256-8711
                https://orcid.org/0000-0002-3518-2460
                https://orcid.org/0000-0001-9707-373X
                https://orcid.org/0000-0001-9805-0839
                https://orcid.org/0000-0003-4438-4432
                https://orcid.org/0000-0002-3956-2380
                https://orcid.org/0000-0001-9194-301X
                https://orcid.org/0000-0003-1859-3839
                https://orcid.org/0000-0003-4250-4357
                Article
                v8i11e15717
                10.2196/15717
                7710449
                33206054
                aa3b22f7-ebb3-4746-aebd-41e7f0b8a922
                ©Yi-Chin Kato-Lin, Uttara Bharath Kumar, Bhargav Sri Prakash, Bhairavi Prakash, Vasini Varadan, Sanjeeta Agnihotri, Nrutya Subramanyam, Pradeep Krishnatray, Rema Padman. Originally published in JMIR mHealth and uHealth (http://mhealth.jmir.org), 18.11.2020.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR mHealth and uHealth, is properly cited. The complete bibliographic information, a link to the original publication on http://mhealth.jmir.org/, as well as this copyright and license information must be included.

                History
                : 1 August 2019
                : 7 February 2020
                : 24 June 2020
                : 3 October 2020
                Categories
                Original Paper
                Original Paper

                pediatric obesity,mobile games,implicit learning,healthy eating behavior evaluation,game telemetry analysis

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