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Proceedings of the Fourth Annual Teachers College Educational ...

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Promoting Healthy Eating Habits Through Monster Appetite<br />

Maria Hwang, Pantiphar Chantes, Grant Tedaldi, Ann Louie R. Lomboy,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 525 W. 120 th street, New York, NY<br />

Email: mlh2169@columbia.edu, pdc2114@columbia.edu, grt2106@columbia.edu,<br />

all2110@columbia.edu<br />

Abstract: The obesity epidemic is one <strong>of</strong> America’s largest public health challenges, one<br />

that creates disparities among race, ethnicity, region and income (Communities Putting<br />

Prevention to Work; Fund for Public Health in NY). Currently <strong>the</strong>re are over 12 million<br />

obese American children and adolescents (Trust for America’s Health, 2010). Intrigued<br />

by <strong>the</strong> increase in childhood obesity, Monster Appetite is a game that potentially<br />

remediates some aspects <strong>of</strong> <strong>the</strong> concern by promoting awareness <strong>of</strong> <strong>the</strong> content <strong>of</strong> food<br />

consumed by children. Through play, children learn about caloric amount in various food<br />

items that a child may select and intake daily. Through constant decision making and<br />

competitive game play, <strong>the</strong> hope is that children will start thinking more about <strong>the</strong>ir food<br />

choices and be able to make better decisions. By improving this knowledge through<br />

applied practice, children may become more cognizant about <strong>the</strong>ir food choices and<br />

capable <strong>of</strong> building healthier eating and exercise habits.<br />

Monster Appetite’s goal in promoting awareness is unique in such that players actually have to select<br />

meals <strong>the</strong>y feel contain <strong>the</strong> most calories so that <strong>the</strong>ir monster avatar can grow to <strong>the</strong> next level through<br />

<strong>the</strong> highest caloric intake. Unlike most games that promote nutritional awareness by focusing on what is<br />

best based on nutritional values, Monster Appetite employs reverse psychology and humor, where<br />

players can eventually learn about food calories but by selecting what <strong>the</strong>y feel is <strong>the</strong> highest caloric<br />

meal. By playing <strong>the</strong> game multiple times, players will eventually have a greater knowledge <strong>of</strong> which food<br />

items contain <strong>the</strong> least to <strong>the</strong> most calories as it becomes advantageous for <strong>the</strong>ir game play.<br />

In designing Monster Appetite (see Figure 1), <strong>the</strong> most critical aspect considered was <strong>the</strong> player’s overall<br />

game experience and how <strong>the</strong> rules and mechanical aspects <strong>of</strong> <strong>the</strong> game affected it. Designing a game<br />

that lessened cognitive overload during game play was an important factor that was taken into<br />

consideration. In order to expose players to as many different foods as possible, <strong>the</strong> game involves<br />

players selecting three meals a day in a span <strong>of</strong> seven days per round. The food items have been<br />

selected based on what school aged children are most likely to select to eat, where multiple grocery<br />

choices can have large variation on calories and have <strong>the</strong> high risk <strong>of</strong> causing obesity (Zinczenko &<br />

Goulding, 2008). The mechanic <strong>of</strong> selecting a meal is a fast action activity where each player rapidly<br />

selects <strong>the</strong> meal card based on seeing a picture <strong>of</strong> an item. The learning <strong>of</strong> <strong>the</strong> food items’ calories, end<br />

<strong>of</strong> day caloric calculations and execution <strong>of</strong> <strong>the</strong> actions from <strong>the</strong> game tokens are done at <strong>the</strong> end <strong>of</strong> each<br />

day as opposed to in between meals. Game tokens can impact <strong>the</strong> player negatively or positively: for<br />

example, doing yoga causes a player to lose calories, but a bonus meal card gives a player additional<br />

calories for <strong>the</strong> total daily intake, which will help <strong>the</strong> player’s monster grow more rapidly. These effects <strong>of</strong><br />

<strong>the</strong> tokens are based <strong>of</strong>f real research <strong>of</strong> exercise and behavioral habits (Costikyan, 2006).<br />

By implementing rules, supported by <strong>the</strong> use <strong>of</strong> simple game pieces such as <strong>the</strong> tokens, dice, calculators<br />

and game actions involving fast hand and eye coordination movements, Monster Appetite creates a fun<br />

way <strong>of</strong> learning nutritional awareness. The design creates an environment for players where <strong>the</strong> game<br />

play does not produce cognitive overload, but allows players to have fun through fast-pace, easy-to-follow<br />

rules and means <strong>of</strong> learning about foods <strong>the</strong>y recognize, and are likely to consume.<br />

Figures and Tables<br />

24

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