Development of a Novel Dietary Assessment Method Using Gamification Concepts: Exploratory and Application Study.

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-03-13 DOI:10.2196/72387
Yulin Zhang, Tianwu Lin, Yuefeng Tan, Xiaojin Shi, Yucheng Yang, Haibing Yang, Xiaona Na, Junhan Zhang, Ai Zhao
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引用次数: 0

Abstract

Background: Childhood and adolescent malnutrition, encompassing undernutrition and overnutrition, poses significant global health challenges, necessitating comprehensive dietary assessment tools. Existing dietary assessment methods, such as 24-hour dietary recalls (24HR), often fail to capture eating behaviors and food preferences.

Objective: This study aims to compare a newly developed gamified dietary assessment tool (GDA) with a traditional 24HR and to explore its applicability in assessing dietary behavior tendencies among children and adolescents.

Methods: A 2-phase study was designed, including an exploratory and an application study. The exploratory study included 30 school-aged participants, comparing the GDA with the 3-day 24HR. Nutrient and food intakes were analyzed using Pearson or Spearman correlation coefficients and Bland-Altman plots. The application study, conducted among 1541 adolescents (11-18 y), assessed dietary intake and eating behavior tendencies. Differences in dietary intake across age, gender, socioeconomic status, and weight status were analyzed using the Kruskal-Wallis rank sum test. Multiple linear regression models were used to examine the associations of dietary intakes with emotional eating and with dining environment tendencies, respectively.

Results: In the exploratory study (n=30), the GDA demonstrated moderate agreement with 24HR for energy (r=0.46, P=.01) and carbohydrates (r=0.50, P=.005). Bland-Altman plots indicated good agreement for energy and carbohydrate intake between methods (mean differences around 0). For fat intake, although the mean difference was close to 0, the correlation was not statistically significant. In contrast, the GDA substantially overestimated protein intake (mean difference around 25 g). In the application study (n=1541), higher emotional eating scores were associated with higher snack consumption (β=0.438, 95% CI 0.035-0.840), and with lower protein (β=-0.159, 95% CI -0.267 to -0.052), fruit (β=-0.464, 95% CI -0.854 to -0.073), and nut consumption (β=-0.183, 95% CI -0.304 to -0.062). Participants who chose solitary screen eating consumed significantly more carbohydrates than those who selected "eat with peers" (β=4.2, 95% CI 1.2-7.1).

Conclusions: This study demonstrates that the GDA effectively captures both dietary intake and contextual eating behaviors in young populations, providing data distinct from traditional methods, such as 24HR. As a complementary assessment approach, it offers valuable insights into food preferences and eating patterns through its interactive design.

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基于游戏化概念的新型膳食评估方法的开发:探索与应用研究。
背景:儿童和青少年营养不良,包括营养不足和营养过剩,构成了重大的全球健康挑战,需要全面的饮食评估工具。现有的饮食评估方法,如24小时饮食回顾(24HR),往往无法捕捉饮食行为和食物偏好。目的:将新开发的游戏化膳食评估工具(GDA)与传统的24HR进行比较,探讨其在儿童青少年膳食行为倾向评估中的适用性。方法:设计两期研究,包括探索性研究和应用研究。探索性研究包括30名学龄参与者,将GDA与3天24HR进行比较。采用Pearson或Spearman相关系数和Bland-Altman图分析营养和食物摄入量。该应用研究在1541名青少年(11-18岁)中进行,评估了饮食摄入量和饮食行为倾向。使用Kruskal-Wallis秩和检验分析饮食摄入量在年龄、性别、社会经济地位和体重状况方面的差异。采用多元线性回归模型分别考察了饮食摄入量与情绪饮食和用餐环境倾向的关系。结果:在探索性研究(n=30)中,GDA与能量(r=0.46, P= 0.01)和碳水化合物(r=0.50, P= 0.005)的24HR表现出中度一致。Bland-Altman图显示了不同方法之间能量和碳水化合物摄入量的良好一致性(平均差异约为0)。对于脂肪摄入量,虽然平均差异接近于0,但相关性没有统计学意义。相比之下,GDA大大高估了蛋白质摄入量(平均差异约为25克)。在应用研究中(n=1541),较高的情绪化饮食得分与较高的零食摄入量(β=0.438, 95% CI 0.035-0.840)、较低的蛋白质摄入量(β=-0.159, 95% CI -0.267至-0.052)、水果摄入量(β=-0.464, 95% CI -0.854至-0.073)和坚果摄入量(β=-0.183, 95% CI -0.304至-0.062)相关。选择单独屏幕进食的参与者比选择“与同伴一起进食”的参与者消耗的碳水化合物明显更多(β=4.2, 95% CI 1.2-7.1)。结论:本研究表明,GDA有效地捕获了年轻人群的膳食摄入量和情境饮食行为,提供了不同于传统方法(如24HR)的数据。作为一种互补的评估方法,它通过其交互设计提供了对食物偏好和饮食模式的有价值的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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