Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Accepted for/Published in: JMIR Serious Games

Date Submitted: Sep 11, 2019
Date Accepted: Apr 23, 2020

The final, peer-reviewed published version of this preprint can be found here:

Serious Games for Nutritional Education: Online Survey on Preferences, Motives, and Behaviors Among Young Adults at University

Holzmann S, Schäfer H, Plecher DA, Klinker GJK, Groh G, Hauner H, Holzapfel CH

Serious Games for Nutritional Education: Online Survey on Preferences, Motives, and Behaviors Among Young Adults at University

JMIR Serious Games 2020;8(2):e16216

DOI: 10.2196/16216

PMID: 32490847

PMCID: 7301263

Serious Games for Nutritional Education: Online Survey on Preferences, Motives, Needs, and Behaviors among Young Adults at University

  • Sophie Holzmann; 
  • Hanna Schäfer; 
  • David Alexander Plecher; 
  • Gudrun Johanna Klinker Klinker; 
  • Georg Groh; 
  • Hans Hauner; 
  • Christina Holzapfel Holzapfel

ABSTRACT

Background:

Data on how young German adults are informed about nutrition is limited. Moreover, little is known about their preferences, motives, and behaviors regarding digital games.

Objective:

The present survey aimed to gather data about nutritional information strategies and digital gameplay patterns among young adults.

Methods:

An online survey was developed by an interdisciplinary research group using EvaSys, an in-house university software tool. The questionnaire (47-items) covered questions about socio-demography (e.g., housing situation) and anthropometry (e.g., weight), nutrition (e.g., nutritional information sources), and digital (nutritional) gameplay (e.g., preferences). Finally, a feedback and comment box was also provided. The present publication focus on a selection of 18 questions. Young adults, primarily students of both Munich universities, were invited to participate by e.g. newsletter, social media, e-mail in 2016 and 2017. Descriptive statistical analysis was performed using Microsoft Excel 2013 (Redmond, WA, US).

Results:

In total, 468 young adults (342 women; 73.1%) participated. The majority of the participants (57.5%) had an age between 18 and 24 years and a body mass index (BMI) in the normal weight range (77.4%). The mean body weight was 65.5 kg ± 14.0 kg. Most participants reported to acquire digital nutritional information from the internet (79.7%; 372/467), while printed media (63.8%; 298/467) were the main non-digital nutritional information sources. More than one-half (62.6%; 293/468) of participants played digital games, while one-fifth (21.3%; 97/456) played digital games on a daily basis using smartphones or tablets. Finally, most respondents (73.3%; 343/468) expressed interest in obtaining nutritional information during digital gameplay.

Conclusions:

The present survey provides insights into nutritional information sources and digital gameplay among young German adults. Young adults play digital games, primarily on a daily basis, and are interested in obtaining nutritional information during digital gameplay. A digital nutritional game might have the potential to be an educational tool for young adults.


 Citation

Please cite as:

Holzmann S, Schäfer H, Plecher DA, Klinker GJK, Groh G, Hauner H, Holzapfel CH

Serious Games for Nutritional Education: Online Survey on Preferences, Motives, and Behaviors Among Young Adults at University

JMIR Serious Games 2020;8(2):e16216

DOI: 10.2196/16216

PMID: 32490847

PMCID: 7301263

Download PDF


Request queued. Please wait while the file is being generated. It may take some time.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.