Objective: Previously published versions of the healthy eating "FIT Game" were administered by teachers in all grades at elementary schools. The present study evaluated whether the game would retain its efficacy if teachers were relieved of this task; presenting instead all game materials on visual displays in the school cafeteria.
Materials And Methods: Participants were 572 children attending two Title 1 elementary schools (grades K-5). Following a no-intervention baseline period in which fruit and vegetable consumption were measured from food waste, the schools played the FIT Game. In the game, the children's vegetable consumption influenced events in a good versus evil narrative presented in comic book-formatted episodes in the school cafeteria. When daily vegetable-consumption goals were met, new FIT Game episodes were displayed. Game elements included a game narrative, competition, virtual currency, and limited player autonomy. The two intervention phases were separated by a second baseline phase (within-school reversal design). Simulation Modeling Analysis (a bootstrapping technique appropriate to within-group time-series designs) was used to evaluate whether vegetable consumption increased significantly above baseline levels in the FIT Game phases (P < 0.05).
Results: Vegetable consumption increased significantly from 21.3 g during the two baseline phases to 42.5 g during the FIT Game phases; a 99.9% increase. The Game did not significantly increase fruit consumption (which was not targeted for change), nor was there a decrease in fruit consumption.
Conclusion: Labor-reductions in the FIT Game did not reduce its positive impact on healthy eating.
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http://dx.doi.org/10.1089/g4h.2016.0096 | DOI Listing |
Mol Autism
January 2025
Research Center for Child Mental Development, Hamamatsu University School of Medicine, Hamamatsu, Japan.
Background: Risk preference changes nonlinearly across development. Although extensive developmental research on the neurotypical (NTP) population has shown that risk preference is highest during adolescence, developmental changes in risk preference in autistic (AUT) people, who tend to prefer predictable behaviors, have not been investigated. Here, we aimed to investigate these changes and underlying computational mechanisms.
View Article and Find Full Text PDFNeuropsychopharmacol Rep
March 2025
National Center of Neurology and Psychiatry, National Institute of Mental Health, Kodaira, Tokyo, Japan.
Aim: The Internet Gaming Disorder Scale is a 9-item screening instrument developed based on the diagnostic criteria for Internet Gaming Disorder (IGD) in the DSM-5. This study aimed to examine the reliability and validity of the Internet Gaming Disorder Scale for children (IGDS-C) in Japanese clinical and nonclinical populations.
Methods: The study included clinical outpatients aged 9-29 with problematic game use and nonclinical adolescents aged 12-18 who played online games at least once a week.
JMIR Serious Games
January 2025
Department of Interaction Design, National Taipei University of Technology, Rm.701-4, Design Building, No.1, Sec.3, Chung-hsiao E. Rd, Taipei, 10608, Taiwan, 886 912-595408, 886 2-87732913.
Background: Complications due to dysphagia are increasingly prevalent among older adults; however, the tediousness and complexity of conventional tongue rehabilitation treatments affect their willingness to rehabilitate. It is unclear whether integrating gameplay into a tongue training app is a feasible approach to rehabilitation.
Objective: Tongue training has been proven helpful for dysphagia treatment.
Percept Mot Skills
January 2025
Department of Coaching Education, Faculty of Sport Sciences, Akdeniz University, Antalya, Türkiye.
Relative Age Effects (RAEs) have been widely reported trends in basketball participation, but research on the relationship between RAEs and competitive performance has been contradictory. We aimed to determine the magnitude of RAEs in elite youth basketball players and to analyze RAEs on key performance indicators (KPIs). We recorded and analyzed the incidence of early birthdates and the KPIs of 2487 youth basketball players (aged 16-19 years).
View Article and Find Full Text PDFJ Phys Condens Matter
January 2025
Departamento de Física, Facultad de Ciencias, Universidad Nacional Autónoma de México, Apartado Postal 70542, Ciudad de México 04510, Mexico.
Magnetic fields can be introduced into discrete models of quantum systems by the Peierls substitution. For tight-binding Hamiltonians, the substitution results in a set of (Peierls) phases that are usually calculated from the magnetic vector potential. As the potential is not unique, a convenient gauge can be chosen to fit the geometry and simplify calculations.
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