Sunday, January 2, 2011

Playing video games can be good for kids...

...if they're playing the right ones, that is! For a while now, I've followed the research on video games developed to increase physical activity (ironic, isn't it?) and fruit, vegetable and water intake among adolescents.

For a full recap, you'll have to read my masters' thesis, but for now, let's focus on two of my favorites: Escape from Diab and Nanoswarm: Invasion from Inner space. The latest research on these two games will be published in the January 2011 issue of American Journal of Preventive Medicine, but you can read the abstract online: Video Game Play, Child Diet, and Physical Activity Behavior Change: A Randomized Clinical Trial by Baranowski et al.

In short, 133 kids were randomly assigned to two groups: the treatment group played Diab and Nanoswarm in sequence, while the control group played another diet and physical activity-promoting game presented in 2 parts. Diet was assessed (by 24 hr recalls) at three points: baseline, after playing Diab (or part 1 for control group) and after playing Nanoswarm (or part 2 for control group). Physical activity was assessed using Actigraph accelerometers, which were worn by the participants.

The results? There was a small but significant increase in fruit and vegetable intake among players of Diab and Nanoswarm. The vast majority of the kids enjoyed playing the games too. While there were no significant changes in physical activity or water intake, this is still a BIG DEAL. Think about it. Playing a video game got kids to eat more fruits and vegetables. How is this possible?  

The development of Escape from Diab and Nanoswarm was guided by behavioral science. The team behind these games was a multidisciplinary group and included behavior change experts as well as animators, video artists, etc. Several behavioral theories created the framework for Diab and Nanoswarm, including: Social Cognitive Theory, Self-determination Theory and the Elaboration Likelihood Model.  Behavioral science seeks to influence multiple mediators of behavior, which in turn invokes the desired behavior change.

Diab and Nanoswarm game components involved:
  • Using personal information (tailoring)
  • Knowledge mini-games
  • Guided goal setting (this means goals were presented and the player chooses, as opposed to the player creating his or her own goal. Guided goal setting helps the player select realistic and attainable goals.)
  • Goal review
  • Problem solving
  • Self-monitoring
  • Motivational statements and feedback
And the above components were designed to target specific mediators of behavior change:
  • Attention
  • Knowledge
  • Self-regulatory skill development  (goal setting, problem solving, self-monitoring)
  • Autonomy
  • Personal mastery
  • Competence
  • Internal motivation
  • Self-efficacy
If you have access to journals, you can read more about the games' development here:  Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game.

Of course, more research needs to be done in this area. As the authors note, "research is needed on the optimal design on video game components to maximize change."  I can think of several questions yet to be answered (did the kids sustain their fruit and vegetable intake over time?).  However, I think Diab and Nanoswarm are worthy stepping stones in changing the health behaviors of adolescents. I love seeing technology, entertainment and health come together!

No comments:

Post a Comment