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. 2021 Jul 20;13(7):2478. doi: 10.3390/nu13072478

Table 1.

Characteristics of the included studies (n = 23).

Authors, (Year), Country Design Sample Aim Intervention Duration Measurement Main Outcomes M(SD) EL/RG
Amaro et al. [27] (2006), Italy RCT N = 241 children
Age 11–14 year
n CG = 88
n IG = 153
To test the changes in nutrition knowledge and dietary behaviour CG: no intervention
IG: “Kalèdo” Nutrition board-game (play session 15–30 min)
24 weeks Questionnaires on nutritional knowledge and food intake
BMI
Nutrition knowledge
Significant difference between IG and CG at post-assessment (p < 0.05). Adjusted means were 11.24 (95% CI 10.68–11.80) for the IG and 9.24 (95% CI 8.50–9.98) for CG
Dietary intake
Significant difference between IG and CG at post-assessment (p < 0.01) for the variable vegetable intake. Adjusted mean number of servings per week was 3.7 (95% CI 3.5–4.1) for IG and 2.8 (95% CI 2.4–3.3) for CG
BMI
No significant difference between IG and CG at post-assessment. Adjusted means were 0.345 (95% CI 0.29–0.39) for IG and 0.405 (95% CI 0.34–0.46) for CG
1b/A
Bannon et al. [28] (2006), USA RCT N = 50 children
Mean age 5 years
n CG = 18
n IG1 = 14
n IG2 = 18
To test the influence of nutrition message framing on snack choice among children CG: control video
IG1: gain-framed nutrition video message
IG2: loss-framed nutrition video message
60 s video time Food preference questionnaire
Healthy food questionnaire
Gain- and loss-framed messages promoting healthy snacks have the potential to positively influence children’s behaviour
In IG, 56% chose apples rather than animal crackers; in CG, only 33% chose apples
1b/A
Baños et al. [29] (2013), Spain RCT N = 228 children
Age 10–13 years
n CG = 155
n IG = 73
To study an online game to improve children’s nutritional knowledge CG: paper–pencil intervention
IG: “ETIOBE Mates” broader e-therapy platform educational website including serious games
2 weeks (unlimited sessions) Nutritional knowledge questionnaire Baseline
Nutritional knowledge
CG: 6.25 (1.3)
IG: 6.46 (1.3)
2 weeks follow-up
Nutritional knowledge
CG: 6.42 (1.5)
IG: 6.94 (1.4)
1b/A
Baranowski et al. [30] (2011), USA RCT N = 133 children
Age 10–12 years
n CG = 40
n IG = 93
To promote behaviour change on children’s diet CG: games on popular websites
IG: Escape from Diab” + “Nanoswarm: Invasion from Inner Space” Video-games (9 sessions of 40 min)
2 months BMI
Mean levels of FV, non-fat vegetables, total energy
Baseline
CG
Body Composition
BMI %: 75.12 (1.04)
BMI z-score: 0.78 (0.03)
Diet (Servings)
FV: 1.56 (0.18)
Total Energy (kcal): 1657 (58)
IG
Body Composition
BMI %: 77.41 (0.74)
BMI z-score: 0.85 (0.02)
Diet (Servings)
FV: 1.88 (0.13)
Total Energy (kcal): 1604 (41)
2 months follow-up
CG
Body Composition
BMI %: 75.98 (1.09)
BMI z-score: 0.80 (0.03)
Diet (Servings)
FV: 1.48 (0.19)
Total Energy (kcal): 1653 (63)
IG
Body Composition
BMI %: 77.28 (0.75)
BMI z-score: 0.83 (0.02)
Diet (Servings)
FV: 2.15 (0.13)
Total Energy (kcal): 1632 (42)
1b/A
Chagas et al. [31] (2020), Brazil RCT N = 319 adolescents
Mean age 15.8 years
n CG = 202
n IG = 117
To assess the impact of a game-based nutritional intervention on food consumption, nutritional knowledge, and self-efficacy CG: no intervention
IG: “Rango Cards”, a digital game (unlimited session)
17 days Nutritional knowledge questionnaire Baseline
Nutritional knowledge
CG: 4.3 (0.5)
IG: 4.2 (0.4)
Follow-up
Nutritional knowledge
CG: 4.2 (0.6)
IG: 4.2 (0.5)
1b/A
Cullen et al. [32] (2005), USA RCT N = 1489 children
Age 8–12 years
n CG = 740
n IG = 749
To assess changes in nutritional practices CG: no intervention
IG: “Squire’s Quest!” multimedia game (10 sessions of 25 min)
5 weeks Servings of fruit, 100% juice, and vegetables consumed After intervention, at snacks, the difference in means between IG and CG was significantly higher for fruit and 100% fruit juice, and for regular non-fried vegetables but not for other juice and vegetables 1b/A
Cullen et al. [33] (2016), USA RCT N = 387 children
Age 9–11 years
n CG = 97
n IG1 action plans = 98
n IG2 coping plans = 95
n IG3 action + coping plans = 97
To examine an online video-game to promote fruit-vegetable consumption changes CG: no intervention
IG: “Squire’s Quest II” online video-game. 10 sessions (25 min each) for 5 weeks
5 weeks
6 months follow up
Servings of fruit, 100% juice, and vegetables consumed At 6 months, vegetable intake at dinner was significantly increased in action and coping groups. Overall, there were significant increases in fruit consumption at breakfast (p = 0.009), lunch (p = 0.014), and as a snack (p < 0.001) 1b/A
Folkvord et al. [34] (2013), Netherlands RCT N = 270 children
Age 8–10 years
n CG = 69
n IG1 = 69
n IG2 = 67
n IG3 = 65
To examine the effect of advergames that promote intake of energy-dense snacks or fruit on children CG: no intervention
IG1: advergame that promoted energy-dense snacks
IG1: advergame that promoted fruit
IG3: non-food products
- Caloric intake Children who played an advergame that promoted food (energy-dense snacks or fruit) ate significantly more than did the children who played an advergame that promoted non-food products (p < 0.01) and also ate. Sex (male) (p < 0.05), hunger (p < 0.01), and age (p < 0.05) were significantly related to energy-dense calorie intake 1b/A
Froome et al. [35] (2020), Canada RCT N = 73 children
Age 8–10 years
n CG = 34
n IG = 39
To determine improvement in children’s nutritional knowledge CG: cooking game “My Salad Shop Bar”
IG: game mobile application Foodbot Factory (learning module of drinks, whole-grain food, vegetables and fruits, animal protein, plant-based protein + voiceover) (10–15 min each day)
5 days Nutrition knowledge Baseline
Nutrition knowledge
CG: 10.2 (3.1)
IG: 10.3 (2.9)
Day 5
Nutrition knowledge
CG: 10.4 (3.2)
IG: 13.5 (3.8)
1b/A
Gan et al. [36] (2019), Philippines RCT N = 360 children
Age 7–10 years
n CG = 180
n IG = 180
To increase nutrition knowledge CG: no intervention
IG: “Healthy Foodie” nutrition game (25 to 40 min to complete the game)
2 weeks Nutrition knowledge questionnaire Baseline
Food Group Knowledge score
CG: 9.55 (3.72)
IG: 9.08 (3.48)
Food Frequency Knowledge score
CG: 9.67 (2.79)
IG: 9.16 (2.55)
2 weeks follow-up
Food Group Knowledge score
CG: 8.66 (3.82)
IG: 11.42 (3.25)
Food Frequency Knowledge score
CG: 9.22 (2.75)
IG: 10.55 (2.28)
1b/A
Hermans et al. [37] (2018), USA RCT N = 108 children
Age 10–13 years
n CG = 58
n IG = 50
To test the short-term effectiveness of a videogame designed to teach elementary school children about nutrition and healthy food choices CG: web-based nutrition game “Super Shopper” (not designed to educate children in healthy food choices)
IG: gameplay of An Alien Health Game “Feed the Alien!” (designed to educate children in healthy food choices and the main function of the five most important macronutrients). 1 h of gameplay (30 min session)
2 weeks Nutritional knowledge
Food intake
Nutritional knowledge
IG had better knowledge at immediate post-test, (p < 0.001) but not at 2-week follow-up (p = 0.999)
Food intake
Participants in both conditions ate more energy-dense foods at 2-week follow-up than at immediate post-test (p < 0.001).
1b/A
Lakshman et al. [38] (2010), UK RCT N = 1133 children
Age 9–11 years
n CG = 631
n IG = 502
To increase nutrition knowledge CG: traditional healthy eating curriculum
IG: “Top Grub”: card nutrition game
9 weeks Nutrition knowledge questionnaire
Attitudes to healthy eating
Baseline
Nutrition knowledge Total score
CG: 27.3 (2)
IG: 28.3 (1.1)
Balanced diet domain (max 0.15 points)
CG: 11.3 (0.9)
IG: 11.6 (0.4)
Ability to identify healthier foods
CG: 11.6 (0.9)
IG: 12.1 (0.6)
9 weeks
Nutrition knowledge
Total score
CG: 27.6 (2.1)
IG: 29.2 (0.8)
Balanced diet domain (max 0.15 points)
CG: 11.5 (0.9)
IG: 12.1 (0.5)
Ability to identify healthier foods
CG: 11.6 (1.0)
IG: 12.1 (0.4)
Lu et al. [39] (2012), USA RCT N = 153 children
Age 10–12 years
n CG = 50
n IG = 103
To analyse positive health outcomes CG: no intervention
IG: health videogame “Escape from Diab”. 9 sessions of 40 min
2 months Fruit, vegetables, and water consumption Baseline vs. 2 months follow-up (Only for IG)
Fruit/Vegetables Preference 68.36 (13.53)/71.54 (15.49)
Water Preference 2.64 (0.65)/2.59 (0.72)
Intrinsic Motivation for Fruit 5.89 (1.94)/6.15 (2.18)
Intrinsic Motivation for Vegetable 3.76 (1.82)/3.73 (1.94)
Intrinsic Motivation for Water 5.19 (1.95)/5.51 (1.91)
Fruit Self-Efficacy 9.49 (2.12)/10.39 (2.29)
Vegetable Self-Efficacy 4.69 (2.24)/5.32 (2.22)
Water Self-Efficacy 3.56 (1.39)/3.69 (1.54)
Story immersion correlated positively (p < 0.03) with an increase in Fruit and Vegetable Preference (r = 0.27), Intrinsic Motivation for Water (r = 0.29), Vegetable Self-Efficacy (r = 0.24)
1b/A
Mack et al. [40] (2020), Germany RCT N = 82 children
Age 9–12 year
n CG = 40
n IG = 42
To evaluate the gain in knowledge about important lifestyle factors with the focus on nutrition CG: brochure healthy lifestyle
IG: nutrition games modules (2 sessions of 45 min)
2 weeks Maintenance of knowledge questionnaire
Food frequency questionnaire
Healthy nutrition index
Baseline
Knowledge score
% Food pyramid score
CG: 49 (14)
IG: 50 (13)
% of dietary energy-density score
CG: 41 (19)
IG: 51 (18)
Healthy nutrition index (reported by children)
CG: 8.9 (2.2)
IG: 8.8 (2.1)
4 weeks follow-up
Knowledge score% Food pyramid
CG: 54 (12)
IG: 77 (12)
% of dietary energy-density score
CG: 46 (22)
IG: 64 (17)
Healthy nutrition index (reported by children)
CG: 9.3 (2.5)
IG: 9.5 (2.2)
1b/A
Putnam et al. [41] (2018), USA RCT N = 132 children
Age 4–5 years
n CG = 44
n IG = 88
To encourage healthier snack selection and consumption CG: game adventure app
IG: game adventure app with “Dora the Explorer”
- Snack choices Children who were aware of Dora were 10.34 times more likely to select healthier snack items than those who were unaware of her (p = 0.008) 1b/A
Sharma [42] (2015), USA RCT N = 94 children
Age 8–12 years
n CG = 50
n IG = 44
To evaluate dietary behaviours CG: usual programs
IG: “Quest to Lava Mountain” adventure game (90 min play game)
6 weeks Dietary Intake Baseline
Dietary intake fruit (servings per 1000 kcal)
CG: 0.81 (0.67)
IG: 0.84 (0.67)
Vegetables (servings per 1000 kcal)
CG: 0.51 (0.33)
IG: 0.56 (0.42)
Dietary fibre (g/1000 kcal)
CG: 8.82 (2.46)
IG: 8.29 (2.59)
Sugars (g/1000 kcal)
CG: 55.33 (16.94)
IG: 55.35 (13.47)
Total fat (g/1000 kcal)
CG: 32.31 (6.01)
IG: 32.84 (5.45)
Energy (kcal)
CG: 1632.51 (443.37)
IG: 1415.49 (412.02)
Carbohydrates (g/1000 kcal)
CG: 51.83 (7.97)
IG: 49.79 (6.98)
Protein (g/1000 kcal)
CG: 15.86 (3.71)
IG: 17.37 (3.80)
Calcium (mg/1000 kcal)
CG: 520.92 (180.32)
IG: 597.36 (186.07)
6 weeks follow-up
Dietary intake fruit (servings per 1000 kcal)
CG: 0.79 (0.68)
IG: 0.71(0.67)
Vegetables (servings per 1000 kcal)
CG: 0.45 (0.37)
IG: 0.50 (0.44)
Dietary fibre (g/1000 kcal)
CG: 7.96 (2.82)
IG: 8.35 (2.61)
Sugars (g/1000 kcal)
CG: 60.94 (15.97)
IG: 50.45 (18.93)
Total fat (g/1000 kcal)
CG: 31.90 (6.83)
IG: 34.78 (6.83)
Energy (kcal)
CG: 1331.46 (524.92)
IG: 1304.11 (571.60)
Carbohydrates (g/1000 kcal)
CG: 52.40 (8.31)
IG: 48.49 (9.03)
Protein (g/1000 kcal)
CG: 15.70 (4.21)
IG: 16.72 (5.72)
Calcium (mg/1000 kcal)
CG: 561.83 (262.32)
IG: 538.15 (168.55)
1b/A
Sharps et al. [43] (2016), UK RCT N = 143 children
Age 6–11 years
n CG = 46
n IG1 = 49
n IG2 = 48
To increase intake of fruit and vegetables through board games CG: non-food-related game
IG1: descriptive social norm-based message. Fruit and vegetables related game
IG2: health message and image condition. Fruit and vegetables related game
7 min of playtime every day
- Food intake Food intake
Significant main effect of condition on fruit and vegetable intake (p = 0.01). IG2 ate significantly more fruit and vegetables than children in CG (p = 0.009). There was no significant main effect of conditioning on high-calorie snack food intake (p = 0.99)
1b/A
Rosi et al. [44] (2016), Italy RCT N = 145 children
Age 8–10 years
n CG = 33
n IG1 = 58
n IG2 = 54
To improve nutritional education CG: no intervention
IG1: “Master of Taste” nutritional educator
IG2: “Master of Taste” supported by a humanoid robot
1 year Cultural–nutritional awareness factor (score of the nutritional knowledge level) Baseline
Cultural–nutritional awareness factor
CG: 5.5 (1.5)
IG1: 6.2 (1.7)
IG2: 5.9 (1.3)
1 year follow-up
Cultural–nutritional awareness factor
CG: 6.1 (1.4)
IG1: 6.9 (1.1)
IG2: 6.9 (1.1)
1b/A
Spook et al. [45] (2016), Netherlands RCT N = 231 adolescents
Mean age 17.28 years
n CG = 126
n IG = 105
To assess dietary intake CG: no intervention
IG: “Balance It”, interactive multimedia game (unlimited sessions)
4 weeks Dietary intake (fruit and vegetable consumption, snack consumption, and soft drink consumption) Baseline
Behavioural outcomes
(mean portion/day)
Fruit intake
CG: 0.80 (0.68)
IG: 0.81 (0.68)
Vegetable intake
CG: 1.32 (0.38)
IG: 1.26 (0.33)
Snack consumption
CG: 0.98 (0.51)
IG: 0.91 (0.50)
Soft drink consumption
CG: 1.11 (0.59)
IG: 1.07 (0.53)
4 weeks follow-up
Behavioural outcomes (mean portion/day)
Fruit intake
CG: 0.81 (0.62)
IG: 1.05 (0.75)
Vegetable intake
CG: 1.28 (0.36)
IG: 1.21 (0.41)
Snack consumption
CG: 0.90 (0.48)
IG: 0.86 (0.51)
Soft drink consumption
CG: 1.07 (0.57)
IG: 0.92 (0.57)
1b/A
Thompson et al. [46], (2016) USA RCT N = 387 children
Aged 9–11 years
n CG = 97
n IG1 action = 98
n IG2 coping = 95
n IG3 action + coping = 97
To evaluate the dietary intake of healthy children CG: no intervention
Intervention: serious game “Squire’s Quest! II” (10 sessions of 25 min)
IG1 Action: set a goal and then created an action plan to meet the goal.
IG2: Coping, a goal to eat more FV and then to create a coping plan
IG3: Both IG1 + IG2
5 weeks Fruit and vegetable intake Baseline
Energy (kcal)
CG: 1496 (34.71)
IG1: 1477 (34.93)
IG2: 1487 (35.04)
IG3: 1476 (35.13)
Vitamin C (mg)
CG: 96.89 (7.97)
IG1: 74.25 (8.01)
IG2: 73.37 (8.03)
IG3: 84.99 (8.04)
Sodium (mg)
CG: 2655 (45.33)
IG1:2626 (45.58)
IG2: 2646 (45.71)
IG3: 2623 (45.81)
Potassium (mg)
CG: 1732 (38.1)
IG1: 1668 (38.35)
IG2: 1693 (38.48)
IG3: 1823 (38.59)
Total dietary fibre (g)
CG: 11.02 (0.34)
IG1: 11.33 (0.35)
IG2: 11.16 (0.35)
IG3: 11.4 (0.35)
Added sugars (g)
CG: 54.74 (2.25)
IG1: 58.69 (2.26)
IG2: 56.83 (2.26)
IG3: 58.16 (2.27)
6 months follow-up
Energy (kcal)
CG: 1523 (39.09)
IG1: 1444 (38.94)
IG2: 1510 (39.79)
IG3: 1482 (39.31)
Vitamin C (mg)
CG: 92.66 (11.98)
IG1: 87.22 (11.91)
IG2: 96.91 (12.11)
IG3: 104.47 (11.98)
Sodium (mg)
CG: 2740 (50.96)
IG1: 2562 (50.70)
IG2: 2667 (51.91)
IG3: 2670 (51.14)
Potassium (mg)
CG: 1789 (45.66)
IG1: 1905 (45.47)
IG2: 1854 (46.42)
IG3: 1858 (45.86)
Total dietary fibre (g)
CG: 11.5 (0.42)
IG1: 12.75 (0.42)
IG2: 12.14 (0.42)
IG3: 12.15 (0.42)
Added sugars (g)
CG: 48.2 (2.25)
IG1: 50.79 (2.24)
IG2: 53.83 (2.29)
IG3: 50.13 (2.26)
1b/A
Viggiano et al. [47] (2015), Italy RCT N = 3110 children
Age 9–19 years
n CG = 1447
n IG = 1663
To promote nutrition education and to improve dietary behaviour CG: no intervention
IG: “Kalèdo” nutrition board-game (15–30 min session)
20 weeks BMI z-score
Nutrition Knowledge
Baseline
Normal Weight
CG: 52.55%
IG: 51.6%
Overweight
CG: 32.6%
IG: 34.9%
Obesity
CG: 14.8%
IG: 13.3%
BMI z-score
CG: 0.59
IG: 0.58
Nutrition Knowledge
CG: 4.4 (4.2–4.5)
IG: 4.2 (4.1–4.4)
Food Habits
CG: 27.3
IG: 27.2
18 months follow-up
Normal Weight
CG: 52.55%
IG: 63.55%
Overweight
CG: 32%
IG: 27.8%
Obesity
CG: 15.45%
IG: 8.65%
BMI z-score
CG: 0.58
IG: 0.34
Nutrition Knowledge
CG: 5.6 (5.4–5.7)
IG: 6.2 (6.1–6.4)
Food Habits
CG: 28.6
IG: 29.3
1b/A
Viggiano et al. [48] (2018), Italy RCT N = 1007 children
Age 7–11 years
n CG: 356
n IG: 651
To improve knowledge in nutrition and to promote a healthy lifestyle CG: no intervention
IG: “Kalèdo” nutrition board-game. 20 sessions of 15–30 min
20 weeks Food frequency consumption
BMI z-score
8 months follow-up
IG significantly increased the consumption of healthy food (p < 0.01) compared to CG
18 months follow-up
The increase in the consumption of healthy foods in GI was maintained over time (p < 0.01). Significantly higher consumption of healthy food in girls (mean 9.41; CI 95% 7.61–11.22) compared to boys (mean 7.11; CI 95% 5.46–8.76). IG decreased junk food consumption (p < 0.01) compared to the CG
1b/A
Zask et al. [49] (2012), Australia RCT N = 1005 children
Age 3–6 years
n CG = 537
n IG = 468
To increasing fruit and vegetable intake and decreasing unhealthy food consumption CG: no intervention
IG: “Tooty Fruity Vegie” a game health promotion program
10 months Dietary intake
BMI
Baseline
Number of fruit and vegetables serves
CG: 1.95 (0.17)
IG: 1.91 (0.13)
BMI z-scores
CG: 0.11 (0.08)
IG: 0.14 (0.06)
Mean waist circumference in cm
CG: 52.33 (0.29)
IG: 52.54 (0.23)
10 months follow-up
Number of fruit and vegetables serves
CG: 1.73 (0.12)
IG: 2.31 (0.11)
BMI z- scores
CG: 0.24 (0.09)
IG: 0.11 (0.06)
Mean waist circumference in cm
CG: 53.49 (0.28)
IG: 52.89 (0.29)
1b/A

BMI = body mass index; CG = control group; EL = evidence level; FV = fruit and vegetable; IG = intervention group; RCT = randomized controlled trial; RG = recommendation grade.