%0 Journal Article %@ 2561-326X %I JMIR Publications %V 3 %N 1 %P e10284 %T Digital Gaming for Nutritional Education: A Survey on Preferences, Motives, and Needs of Children and Adolescents %A Holzmann,Sophie Laura %A Dischl,Felicitas %A Schäfer,Hanna %A Groh,Georg %A Hauner,Hans %A Holzapfel,Christina %+ Institute for Nutritional Medicine, Else Kroener-Fresenius-Center for Nutritional Medicine, University Hospital “Klinikum rechts der Isar”, Technical University of Munich, Georg-Brauchle-Ring 62, 5th Floor, Munich, 80992, Germany, 49 89 289 249 23, christina.holzapfel@tum.de %K adolescents %K children %K communication %K motives %K mobile phone %K needs %K nutrition %K obesity %K overweight %K preferences %K serious games %K survey %D 2019 %7 13.02.2019 %9 Original Paper %J JMIR Form Res %G English %X Background: Use of novel information and communication technologies are frequently discussed as promising tools to prevent and treat overweight and obesity in children and adolescents. Objective: This survey aims to describe the preferences, motives, and needs of children and adolescents regarding nutrition and digital games. Methods: We conducted a survey in 6 secondary schools in the southern region of Germany using a 43-item questionnaire. Questions referred to preferences, motives, and needs of children and adolescents regarding nutrition and digital games. In addition, knowledge regarding nutrition was assessed with 4 questions. We collected self-reported sociodemographic and anthropometric data. Descriptive statistical analyses were performed using SPSS. Results: In total, 293 children and adolescents participated in the study, with ages 12-18 years (137 girls, 46.8%), weight 30.0-120.0 (mean 60.2 [SD 13.2]) kg, and height 1.4-2.0 (mean 1.7 [SD 0.1]) m. A total of 5.5% (16/290) correctly answered the 4 questions regarding nutrition knowledge. Study participants acquired digital nutritional information primarily from the internet (166/291, 57.0%) and television (97/291, 33.3%), while school education (161/291, 55.3%) and parents or other adults (209/291, 71.8%) were the most relevant nondigital information sources. Most participants (242/283, 85.5%) reported that they regularly play digital games. More than half (144/236, 61.0%) stated that they play digital games on a daily basis on their smartphones or tablets, and almost 70% (151/282, 66.5%) reported playing digital games for ≤30 minutes without any interruption. One-half of respondents (144/280, 51.4%) also stated that they were interested in receiving information about nutrition while playing digital games. Conclusions: This survey suggests that nutrition knowledge in children and adolescents might be deficient. Most children and adolescents play digital games and express interest in acquiring nutritional information during digital gameplay. A digital game with a focus on sound nutrition could be a potential educational tool for imparting nutrition knowledge and promoting healthier nutrition behaviors in children and adolescents. %M 30758290 %R 10.2196/10284 %U http://formative.jmir.org/2019/1/e10284/ %U https://doi.org/10.2196/10284 %U http://www.ncbi.nlm.nih.gov/pubmed/30758290