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Baranowski T.,Baylor College of Medicine | Baranowski J.,Baylor College of Medicine | Thompson D.,Baylor College of Medicine | Buday R.,Archimage, Inc.
Journal of Diabetes Science and Technology | Year: 2011

Innovative intervention programs are needed to overcome the limitations in previous programs that promoted change in diabetes risk behaviors in children. Serious video games show promise of changing dietary and physical activity behaviors, but research is needed on the optimal design of behavior-change procedures in video games, the mechanisms that account for changes obtained, and the groups in which these interventions work best. Such research will permit the optimal design of serious video games for diabetes and obesity prevention in the future. © Diabetes Technology Society. Source

Thompson D.,Baylor College of Medicine | Baranowski T.,Baylor College of Medicine | Buday R.,Archimage, Inc. | Baranowski J.,Baylor College of Medicine | And 3 more authors.
Simulation and Gaming | Year: 2010

Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change. © 2010 SAGE Publications. Source

Baranowski T.,U.S. Department of Agriculture | Baranowski J.,U.S. Department of Agriculture | Thompson D.,U.S. Department of Agriculture | Buday R.,Archimage, Inc. | And 5 more authors.
American Journal of Preventive Medicine | Year: 2011

Background: Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. Purpose: Evaluate outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, and adiposity. Design: Two-group RCT; assessments occurred at baseline, immediately after Diab, immediately after Nano, and 2 months later. Data were collected in 2008-2009, and analyses were conducted in 2009-2010. Setting/participants: 133 children aged 10-12 years, initially between 50th percentile and 95th percentile BMI. Intervention: Treatment group played Diab and Nano in sequence. Control Group played diet and physical activity knowledge-based games on popular websites. Main outcome measures: Servings of fruit, vegetable, and water; minutes of moderate to vigorous physical activity. At each point of assessment: 3 nonconsecutive days of 24-hour dietary recalls; 5 consecutive days of physical activity using accelerometers; and assessment of height, weight, waist circumference, and triceps skinfold. Results: A repeated measures ANCOVA was conducted (analyzed in 2009-2010). Children playing these video games increased fruit and vegetable consumption by about 0.67 servings per day (p<0.018) but not water and moderate-to-vigorous physical activity, or body composition. Conclusions: Playing Diab and Nano resulted in an increase in fruit and vegetable intake. Research is needed on the optimal design of video game components to maximize change. © 2011 American Journal of Preventive Medicine. Source

Nicklas T.A.,Baylor College of Medicine | Goh E.T.,University of Texas at Dallas | Suzanne Goodell L.,North Carolina State University | Acuff D.S.,YMS Consulting and The Character Laboratory | And 3 more authors.
Journal of Nutrition Education and Behavior | Year: 2011

Objective: To determine whether fruit and vegetable (FV) commercials have an impact on preschool children's preferences for specific FV. Design: A year of extensive formative assessment was conducted to develop 2 30-second commercials: " Judy Fruity" promoted apples and bananas and " Reggie Veggie" promoted broccoli and carrots. The commercials were embedded into a 15-minute TV program. Fruit and vegetable preferences were assessed before and after 4 exposures to each of the commercials. Setting: Four Head Start centers in Houston, Texas. Participants: One hundred eighty-three preschool children (39% African American; 61% Hispanic American). Main Outcome Measures: Assessment of whether FV preferences were significantly higher in the treatment group than the control group, controlling for baseline FV preferences, age, race, and intervention dose in the model. Analysis: A general linear model was used. Results: There was a significantly higher preference for broccoli and carrots (P = .02) in the intervention group compared to the control group after multiple exposures to the vegetable commercial. Conclusions and Implications: Data suggest that commercials promoting vegetables may be an effective strategy to influence young children's preferences for vegetables. This may not be the case with fruit preferences, which are already high in this age group. © 2011 Society for Nutrition Education. Source

Agency: Department of Health and Human Services | Branch: | Program: SBIR | Phase: Phase II | Award Amount: 1.95M | Year: 2007

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