Abstract
Background:
Overweight and obesity are growing concerns and significant risk factors for noncommunicable diseases, especially in industrialized nations, necessitating innovative intervention strategies. Serious games designed to provide education and effectively promote behavior change have emerged as a potential solution.
Methods:
This research assesses a serious game developed as a modification of the popular video game “Minecraft” called “NutriMine.” This modification was created based on identified requirements from a nutrition expert through a qualitative interview and a preliminary evaluation conducted in a pilot study with 11 users. Additionally, a playtest and evaluation with 20 participants from the target group, incorporating the user engagement scale (UES), system usability scale (SUS), and game experience questionnaire (GEQ), was conducted.
Results:
The results indicated a satisfactory level of engagement. Overall, findings also revealed positive feedback concerning the SUS (75% of participants scored above 70) and UES (75% of participants scored above 3), with most results positioned in the upper half for both scales. The evaluation using the GEQ yielded generally positive outcomes, with minor concerns related to “competence,” “flow,” and “immersion” due to the varying levels of Minecraft experience among participants. The combined results of the evaluation led to the formulation of requirements for a serious game modification in the area of nutrition.
Conclusion:
The results highlight the modification‘s potential for larger-scale use as an effective behavior change tool for individuals seeking to maintain a healthy diet.
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