The Impact of a Health Video Game on User-Game Engagement and Dietary Choices

NACompletedINTERVENTIONAL
Enrollment

89

Participants

Timeline

Start Date

November 12, 2019

Primary Completion Date

November 30, 2019

Study Completion Date

December 31, 2019

Conditions
Dietary HabitsNutrition Knowledge
Interventions
BEHAVIORAL

fooya!™

fooya!™ is a science/evidence-based AI-enabled neuromodulation and Cognitive Behavior Therapy (CBT) technology. fooya!™ has been shown to deliver statistically significant outcomes concerning food choices during randomized-controlled clinical trials conducted at the Baylor College of Medicine's Children's Nutrition Research in the United States of America as well as India. In the game, children make several decisions with split-second timing, such as food choices, destroying bad/unhealthy food robots using the bad foods that are thrown at the player, and saving themselves. If the children collect good/healthy foods, they are in fit-zone for a while, which shields them from bad food robots.

OTHER

WordSearch

We will have an active control group that will play a WordSearch game. The intention is to have the children play a familiar video game through the same modality (IPAD) that is unrelated to diet or lifestyle choices.

Trial Locations (1)

P O Box 3

Tati Siding Primary School, Tati Siding

All Listed Sponsors
collaborator

Tati Siding Primary School

UNKNOWN

collaborator

FriendsLearn

INDUSTRY

lead

Oteng Ntsweng

OTHER

NCT04156919 - The Impact of a Health Video Game on User-Game Engagement and Dietary Choices | Biotech Hunter | Biotech Hunter