Gamification and School Lunches

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Who here likes games?

Transcript of Gamification and School Lunches

Page 1: Gamification and School Lunches

Who here likes games?

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• Increases general calorie intake

• Most products featured in advergames are high in added sugars, calorie dense and nutrient poor

• Works on subconscious level. Emotional triggers.

• Kids don’t know they are advertisements

Advergames work… unfortunately

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School 1:

• 39% more fruits• 33% more vegetables• Kids enjoyed it.

School 2:

• 66% more fruits• 44% more vegetables• “It’s practical”• “Enjoyed by the students”• “Children more willing to try new Fruits and Vegetables”• “Children increased their consumption following intervention”

Well, two can play that game

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Not the only problem of childhood obesity

Not the only solution either

1. It’s cheap.

2. Relatively easy to create.

3. Many game mechanics to explore.

4. Collaboration with Game Designers

HOWEVER

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References1. Quealy, K., A. Cox, and J. Katz At Chipotle, How Many Calories Do People Really Eat? The New York Times, 2015.2. Folkvord, F., et al., The effect of playing advergames that promote energy-dense snacks or fruit on actual food intake among children. The American journal of clinical nutrition, 2013. 97(2): p. 239-245.3. Lee, M., et al., Playing With Food: Content Analysis of Food Advergames. Journal of Consumer Affairs, 2009. 43(1): p. 129-154.4. Nairn, A. and H. Hang, Advergames:“It’s not an advert–it says play!”. A Review of Research. 2012.5. Jones, B.A., G.J. Madden, and H.J. Wengreen, The FIT Game: preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school. Preventive Medicine, 2014. 68(0): p. 76-79.6. Jones, B.A., et al., Gamification of Dietary Decision-Making in an Elementary-School Cafeteria. PLoS ONE, 2014. 9(4): p. e93872.7. Fast Food f.a.c.t.s., in Measuring Progress in Nutrition and Marketing to Children and Teens, Y.R.C.f.F.P.a. Obesity, Editor. 2013, RWJF.