MyPlate Picks: Development and Initial Evaluation of Feasibility, Acceptability, and Impact of an Educational Exergame to Help Promote Healthy Eating and Physical Activity in Children.
Obesity in children is a serious public health concern. Technology-based games that incorporate physical activity and nutrition education create an opportunity to engage youth to promote healthy behavior change to help address the obesity problem. "MyPlate Picks" (MPP) is a new digital educational exergame designed to facilitate movement, provide knowledge, enhance motivation, and encourage behavior change related to healthy eating and physical activity in youth. This article describes the development, formative work, and initial evaluation of the feasibility, acceptability, and preliminary outcomes.  Development and formative testing was conducted. MPP focuses on physical activity and three "MyPlate" nutrition education areas: "make half your plate fruits and vegetables"; "avoid oversized portions"; and "drink water instead of sugary drinks"; and it provides opportunity for movement during gameplay. Two phases and multiple pilot groups of youth aged 7 to 13 years attending nutrition education programs (N = 48) were conducted by using single-group pre-post designs. The first phase (n = 21) examined individual and team gameplay, and the second phase (n = 27) focused only on team gameplay. A self-report survey included questions on knowledge, acceptability, and behavioral intention. Knowledge scores from gameplay logs were also examined for the individual gameplay group.  Across pilots, youth showed a mean increase of 11.8% on the knowledge survey. In-game knowledge scores in the individual gameplay group also showed a 12.5% increase in knowledge scores. Examination of post-gameplay behavioral intentions found strong reported intentions to eat more fruits and vegetables and get more physical activity. Majority of the youth reported that the game was a lot of fun.  The formative work and initial evaluation of MPP shows promising results for knowledge and behavioral intentions. The youth reported that the team play approach was more fun. Future evaluation is needed to examine the game in larger groups and by using other implementation approaches.
['Ruggiero|Laurie|L|', 'Seltzer|Erica D|ED|', 'Dufelmeier|Daylan|D|', 'McGee Montoya|Anastasia|A|', 'Chebli|Perla|P|']
D000293:Adolescent D002648:Child D000072001:Diet, Healthy D015444:Exercise D005240:Feasibility Studies D005260:Female D006266:Health Education D007722:Health Knowledge, Attitudes, Practice D006293:Health Promotion D006801:Humans D008297:Male D016730:Program Development D018910:Video Games
Exergames Healthy eating Physical activity Youth