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YPMED-03929; No.

of pages: 4; 4C:
Preventive Medicine xxx (2014) xxx–xxx

Contents lists available at ScienceDirect

Preventive Medicine
journal homepage: www.elsevier.com/locate/ypmed

The FIT Game: preliminary evaluation of a gamification approach to


increasing fruit and vegetable consumption in school
Brooke A. Jones a, Gregory J. Madden a,⁎, Heidi J. Wengreen b
a
Department of Psychology, Utah State University, 2810 Old Main Hill, Logan, UT 84322-2810, USA
b
Department of Nutrition, Dietetics, and Food Sciences, Utah State University, 8700 Old Main Hill, Logan, UT 84322-8700, USA

a r t i c l e i n f o a b s t r a c t

Available online xxxx Objective. Incentive-based interventions designed to increase fruit and vegetable (FV) consumption tend to
yield positive, short-term outcomes. Because consumption most often returns to baseline levels when incentives
Keywords: are removed, sustainable long-duration interventions may be needed to impact public health. Anticipating that
Fruit and vegetable consumption low-cost interventions will be more appealing to schools, the present study explored a low-cost, game-based
Incentives
intervention.
Gamification
Elementary school
Method. An alternating-treatments design was used to evaluate the effects of the FIT Game on objectively
measured FV consumption in one elementary school (n = 251) in Utah. During the Fall 2013 semester, game-
based rewards were provided to heroic characters within a fictional narrative read by teachers on days
when the school, as a whole, met a fruit or vegetable consumption goal in accord with the alternating-
treatments design.
Results. On intervention days, fruit and vegetable consumption increased by 39% and 33%, (p b 0.01, p b 0.05;
binomial tests), respectively. Teacher surveys indicated that students enjoyed the game and grade 1–3 teachers
recommended its use in other schools.
Conclusion. This game-based intervention provides a promising step towards developing a low-cost, effective,
and sustainable FV intervention that schools can implement without outside assistance.
© 2014 Elsevier Inc. All rights reserved.

Because children and adolescents do not consume recommended to be small (Hanks et al., 2012; Musher-Eizenman et al., 2011) and are
daily amounts of fruits and vegetables (FV, Guenther and Dodd, 2006; assessed for just a few days (Hanks et al., 2013a; Wansink et al., 2012,
Keast et al., 2013; Striegel-Moore et al., 2006), they are at an increased 2013 [Study 2]). Nonetheless, low-cost, low-effort interventions are a
risk of developing hypertension, coronary heart disease, some types of model, as they will appeal to schools with limited resources.
cancer, and stroke (Boeing et al., 2012). In addition, these children In studies that objectively measure FV consumption (e.g., plate
may be at increased risk of overweight and obesity as increased FV waste), incentives are a common component of effective interventions.
consumption may displace consumption of energy-dense, high-fat Incentives, in combination with role modeling and repeated tasting
foods (Epstein et al., 2001; Hill and Peters, 1998). Because providing (e.g., Hoffman et al., 2010, 2011; Horne et al., 2004, 2009; Lowe et al.,
servings of FV alone does not appear to increase FV consumption 2004; Wengreen et al., 2013), in combination with default provision
(Cooke et al., 2011; Evans et al., 2012; Just and Price, 2013; Smith and of FV (Just and Price, 2013), and in isolation (Hendy et al., 2005; Just
Cunningham-Sabo, 2013; Upton et al., 2012a), there is a need for and Price, in press) significantly increase FV consumption.
school-based interventions targeting FV consumption. Although incentives increase FV consumption, their lasting effects
Placing healthier choices in convenient cafeteria locations or pre- are either unknown or negligible. In the four studies that have assessed
senting them in appealing ways (Wansink, 2013) generally increases the effects of incentives on school-based FV consumption ≥3 months
the taking of healthier foods (e.g., Hanks et al., 2012, 2013b; Wansink after the intervention concludes, three report no lasting effects
et al., 2012 [Study 1]) but the effects of these interventions on consump- (Blom-Hoffman et al., 2004; Hoffman et al., 2011; Upton et al., 2012b),
tion are less clear. When consumption increases are reported, they tend while the fourth study (Jones et al., submitted for publication) found
that consumption remained modestly elevated (+0.07 cup and +0.05
cup in F and V consumption, respectively, when compared to a control
group). Given these outcomes, one approach to producing sustained
⁎ Corresponding author at: Department of Psychology, Utah State University, 2810 Old
Main Hill, Logan, UT, 84322–2810, USA.
increases would be to incentivize FV consumption for extended dura-
E-mail addresses: jones.brookea@gmail.com (B.A. Jones), greg.madden@usu.edu tions. For example, Hoffman et al. (2010) rewarded FV consumption in
(G.J. Madden), heidi.wengreen@usu.edu (H.J. Wengreen). the cafeteria with inexpensive stickers ($0.04 each), which (when

http://dx.doi.org/10.1016/j.ypmed.2014.04.015
0091-7435/© 2014 Elsevier Inc. All rights reserved.

Please cite this article as: Jones, B.A., et al., The FIT Game: preliminary evaluation of a gamification approach to increasing fruit and vegetable
consumption in school, Prev. Med. (2014), http://dx.doi.org/10.1016/j.ypmed.2014.04.015
2 B.A. Jones et al. / Preventive Medicine xxx (2014) xxx–xxx

combined with educational videos [free], books [$3.38 per child], and is the number of students who purchased school lunch that day. Thus, the
posters [$100]) increased consumption for at least 1 year (Hoffman numerator is the weight consumed by the school and dividing by N yields
et al., 2011). While this is a model low-cost intervention, it required average per-student consumption.
the daily involvement of six lunchroom aids per cafeteria and the
academic staff; these labor reallocations may be a barrier to school Baseline
adoption.
Jones et al. (2014) implemented a brief game-based intervention During baseline, FV consumption was calculated daily as just described but
designed to decrease the material- and labor-costs below those of there were no consequences for consumption. Baseline data collection contin-
Hoffman et al. (2010). In their pilot project, school-wide FV consump- ued for at least 15 days and until the time-series consumption data either
tion was rewarded with virtual rewards embedded within a game that stabilized or demonstrated a downward trend (fruit, 16 days; vegetables,
was designed using seven principles of gamification (i.e., game-design 19 days).
techniques used in video games; e.g., Adams, 2010; Reeves and Reed,
2009; Salen and Zimmerman, 2004). Their non-video-based game
FIT Game phase
included (i) an object of the game, (ii) a compelling narrative in which
(iii) heroes under the player’s control (iv) completed quests, (v) earned An alternating-treatments design (see Perone and Hursh, 2013) was used to
in-game currency, and (vi) purchased in-game equipment to aid in evaluate the effects of the FIT Game. Accordingly, either fruit or vegetable
these quests, and (vii) winning the game was tied to meeting consumption (randomly selected) was targeted for improvement each day.
performance-adapted goals for consuming fruit or vegetables. Much Students were notified of the target food (fruit or vegetable) daily before
like the narrative developed for the original Food Dudes program lunch and were instructed that their goal was to eat “a little more” than normal.
(e.g., Lowe et al., 2004), the heroes were children who sought to foil Goals were met when students consumed at or above a criterion of the 60th
the plans of a handful of villains. Waste-based measures of FV consump- percentile of consumption over the last 10 target days (see Galbicka, 1994).
tion collected by one lunchroom aid revealed that the game maintained Determining this criterion daily kept the difficulty level constant as changes in
FV consumption emerged. On occasions when consumption fell below the
significantly higher FV consumption than baseline across the 13-day
criterion, the target food was repeated until the goal was met. According to
intervention. As the non-tangible, game-based rewards were free, the
the logic of an alternating-treatments design, if consumption increases on
intervention had lower material and labor costs than Hoffman et al. days on which the food is targeted by the intervention but not on days on
The purpose of the current study was to further evaluate the effects which that food is not targeted, then the increase is attributed to the
of a low-cost, game-based intervention on elementary-school children’s intervention.
FV consumption. The game (henceforth, the FIT Game) was expanded in To start the FIT Game, an assembly was held to orient the students to the
duration (from 13 to 29 days) and technique beyond (Jones et al., 2014) hero and villain characters and to establish the object of the game—to help
and was played in a new school. Introducing a competition in which the the FITs (the heroes) capture members of the villainous VAT (vegetation annihi-
school competed against virtual opponents expanded the gamification lation team). At the assembly, students were told that (i) several schools in the
technique. As in Jones et al., we used an alternating-treatments design galaxy want to help the FITs, (ii) the FITs will hold a competition to select the
to evaluate the role of the intervention on objectively measured most qualified school, (iii) the competition will involve three elimination
rounds, and (iv) the school that wins the final elimination round will help the
increases in FV consumption.
FITs battle the VAT.
Methods The competition was held over the first 7 days of the FIT Game and on
each day teachers informed their students of their progress by reading a brief
Participants and setting (b1 min) script.1 The school putatively competed against one, two and then
three fictional schools, respectively, in the three elimination rounds. Each
All first- through fifth-grade students (n = 252) attending an elementary round was won by eating more of the target food (fruit or vegetable) than the
school in Logan, UT, were invited to participate. An opt-out consent procedure other school(s) and for the number of days equal to the numbered elimination
was used; only one student opted out. Students participated on days when round (i.e., 1, 2, and then 3, not necessarily consecutive days). In reality, if the
they purchased school lunch. school met or exceeded the criterion level of consumption (as described
above), they were said to have consumed more than the fictional school(s).
Materials After winning an elimination round, a whimsical medal (e.g., a silly-string
medal) was awarded to the school by placing a printed depiction of the medal
A floor scale (180-kg capacity, 0.1-kg resolution; EatSmart; Mahwah, NJ) on the FIT Game Display. After the third elimination round, the school qualified
was used to measure FV weights. Waste bins (37.9-L capacities) were used as to help the FITs capture the villains.
separate fruit- and vegetable-waste receptacles. Information about the game In the second (post-competition) portion of the FIT Game (22 days), teachers
was provided on a 91.4 × 121.9 cm poster hung near the cafeteria (henceforth, were asked to read stories to their students before lunch. These 3-min stories
the FIT Game Display). A 152-cm flat screen monitor in the cafeteria was used to described the efforts of the FITs to capture the VAT and outlined the students’
display game rules and character biographies. Poster boards (56 × 71 cm) were role in completing this objective—to eat fruit or vegetables (depending on the
used on days on which students voted (see below). target food) in the cafeteria. When students met or exceeded the criterion level
of consumption, teachers read an episode of the story the next day. Each episode
Procedures began by congratulating the school on their success and progressed through the
narrative, which usually had a cliffhanger ending. When consumption did not
One fruit variety and one vegetable variety were served daily in ½-cup meet the criterion, teachers read a script that prompted students to eat more
servings as part of the usual school lunch menu. Students purchasing lunch than normal of the target food because the heroes needed their help.
could also take items from a salad bar stocked with FV. After lunch, and under For every gram by which the average student exceeded the consumption
the supervision of a research assistant, students placed their FV waste in the criterion, one unit of game currency was added to the FIT Game Display. On 4
respective waste receptacles. days of the FIT Game, students voted on how to spend the currency or on the
Daily FV consumption was calculated using a weight-based measure (for a direction of the game narrative. The unmonitored voting board was placed
similar procedure, see Wansink et al., 2012): near the cafeteria entrance, displayed the options (e.g., which equipment to
buy), and had attached markers available. On days when the consumption
P−U−W
Consumption ¼ ð1Þ
N

in which P is the weight of all fruit (vegetable) prepared, U is the weight of the 1
The scripts read by teachers, and all materials used in the FIT Game, are available upon
unserved fruit (vegetable), W is the weight of the fruit (vegetable) waste, and N request: greg.madden@usu.edu.

Please cite this article as: Jones, B.A., et al., The FIT Game: preliminary evaluation of a gamification approach to increasing fruit and vegetable
consumption in school, Prev. Med. (2014), http://dx.doi.org/10.1016/j.ypmed.2014.04.015
B.A. Jones et al. / Preventive Medicine xxx (2014) xxx–xxx 3

criterion was achieved, the option that garnered the most votes appeared in the the upper panel of Fig. 1), students consumed an average of 60 g of
next day’s story. fruit (not statistically greater than baseline fruit consumption).
When the FIT Game targeted vegetables, students consumed an
Statistical analysis average of 56 g of vegetables (a statistically significant 33.3% increase;
To evaluate the effects of the FIT Game on FV consumption, we used the p b 0.05, Cohen’s d = 0.48). On vegetable non-target days (i.e., when
Conservative Dual Criterion (CDC) developed for brief time-series data sets the target food was fruit), students consumed an average of 46 g of
using Monte Carlo simulations to yield acceptable power and low type I error
vegetables (not statistically greater than baseline).
rates (Fisher et al., 2003). Each intervention data point is scored as above base-
Nine of ten teachers completed a four-item, post-intervention Likert
line if it is 0.5 SD above the baseline mean and the baseline trend (i.e., baseline
regression line shifted up by 0.5 SD and extended into the intervention time scale survey (1 = strongly disagree, 3 = neutral, 5 = strongly agree).
series). A binomial test is then applied to the scored (0 or 1) data points. In Teachers of first–third graders (N = 7) said that their students enjoyed
accord with the alternating-treatments design, we predicted that consumption the FIT Game episodes (item 1, M = 4.43). A fourth-grade teacher indi-
would be significantly above baseline only on days when that particular food cated that his/her students did not enjoy the episodes (rating = 2),
(fruit or vegetable) was the target food. whereas a fifth-grade teacher rated enjoyment at 4. Seven teachers
(78%) reported that they could incorporate the Game into their class-
Results room routine (item 2) but only four said they read the episodes every
day (item 3). In an open comment section of the survey, four teachers
Fig. 1 shows the average daily FV consumption (in grams per said the stories were too long and they often paraphrased them. All
student) in the baseline and FIT Game phases. Linear best-fit functions seven first- to third-grade teachers said they would recommend the
plotted through baseline fruit and vegetable consumption data FIT Game to other schools (item 4) but neither of the fourth- and
(not shown) revealed that both baselines were stable over time fifth-grade teachers did.
(slopes = − 0.0003 and − 0.0002, respectively). Within the FIT
Game phase, data are separated by days on which the food was targeted Discussion
for increased consumption by the FIT Game (black bars) or days on
which the other food was targeted (gray bars). During baseline, When elementary-school children played a cafeteria-based game in
students consumed an average of 62 g of fruit (equivalent to ½ cup which virtual outcomes were tied to real-world FV consumption, signif-
of chopped apples; USDA National Nutrient Database for Standard icant increases in objectively measured FV consumption were observed.
Reference, version 1.3.1.) and 42 g of vegetables (equivalent to ap- These increases replicate and extend the increases reported by Jones
proximately 1/3 cup of raw carrot strips). Thus, at baseline, students et al. (2014) using a similar game-based approach. Because the present
were already consuming a serving of fruit but less than a serving of study’s increases were confined to the days on which the intervention
vegetables. targeted either fruit or vegetable for increased consumption, we may
When the FIT Game targeted fruit, students consumed an average conclude that the intervention was responsible for the improvement.
of 86 g of fruit (a statistically significant 38.7% increase; p b 0.01, The two primary strengths of this game-based intervention are its low
Cohen’s d = 0.75). By contrast, on vegetable-target days (gray bars in material and labor costs. The material costs were nominal as they were
confined to poster expenses. By comparison, the low-cost sticker-based
intervention of Hoffman et al. (2010) had higher materials expenses, as
they used posters, stickers, and educational books. The labor required to
implement the FIT Game included (i) weighing FVs, (ii) monitoring the
FIT Game FV waste receptacles to ensure accurate waste sorting, (iii) teachers read-
100 BL
** ing a ≤3-min episode to their students, and (iv) updating the FIT Game
Display. These labor reallocations were probably lower than those of
Fruit Consumption

80 Hoffman et al., who used six lunchroom aids per cafeteria and involved
the schools’ academic staff (e.g., showing educational videos).
(Grams)

60 Notably, students in our study were consuming full portions of fruit


and two-thirds of a portion of vegetables at baseline, an average intake
40 higher than observed in most school-based studies. This may have been
because the school served a variety of FV everyday (Just et al., 2012).
20 Nonetheless, the FIT Game produced significant increases above these
baselines levels.
0 We note four limitations to be addressed in future studies. First,
teacher surveys revealed that the FIT Game episodes could be improved
100
if they were shorter and if a more mature narrative that appealed to
older elementary school children were developed. Although these limi-
Veg Consumption

80
tations could be addressed directly, it is important to note that asking
* teachers to implement an intervention is an imposition on the school’s
(Grams)

60
primary educational objective. An alternative approach would be to
replace the episodes with information posted on a bulletin board in
40 the classroom. A comic book formatted story, with developmentally ap-
propriate versions posted in the different classrooms, could establish
20 game rules, challenges, episodes, etc., and may increase FV consumption
without taking time away from academics. Such an approach may be
0 more appealing to schools.
Baseline Target Nontarget
Days A second limitation is that no information is available about the
Days
effects of the FIT Game on individual children’s FV consumption. To
Fig. 1. Fruit consumption (top panel) and vegetable consumption (bottom panel) presented
meet consumption goals, the whole school had to consume more than
by phase (baseline vs. FIT Game) and contingency (target vs. non-target). Error bars they had on half of the prior 10 days. This could be accomplished if
represent SEM. This study was conducted in Fall 2013 in Logan, UT. *p b 0.05. **p b 0.01. all children ate a little more than they normally did (which was

Please cite this article as: Jones, B.A., et al., The FIT Game: preliminary evaluation of a gamification approach to increasing fruit and vegetable
consumption in school, Prev. Med. (2014), http://dx.doi.org/10.1016/j.ypmed.2014.04.015
4 B.A. Jones et al. / Preventive Medicine xxx (2014) xxx–xxx

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of each of the game elements. Horne, P.J., Hardman, C.A., Lowe, C.F., et al., 2009. Increasing parental provision and
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Conflict of interest statement ing and rewards-based intervention to increase fruit and vegetable consumption in
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The authors declare that there are no conflicts of interest.
Musher-Eizenman, D.R., Wagner Oehlhof, M., Young, K.M., Hauser, J.C., Galliger, C.,
Sommer, A., 2011. Emerald dragon bites vs veggie beans: fun food names increase
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Acknowledgments
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Way People Work and Business Compete. Harvard Business School Press, Boston, MA.
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Please cite this article as: Jones, B.A., et al., The FIT Game: preliminary evaluation of a gamification approach to increasing fruit and vegetable
consumption in school, Prev. Med. (2014), http://dx.doi.org/10.1016/j.ypmed.2014.04.015

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