Background: Playing Escape from DIAB (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition.
Aim: This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games.
Method: The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games.
Results: Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach.
Conclusions: Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes.
Keywords: Type II Diabetes; behavioral nutrition; challenge; debriefing; design; diet; energy balance; experience; game design; health; healthy behavior; intervention design; knowledge; mastery learning; mini-game; obesity; physical activity; social cognitive theory; video game.