6 research outputs found
Supersize the label: The effect of prominent calorie labeling on sales
Objectives
Calorie labeling has been suggested as an antiobesity measure; however, evidence on its effects is scarce and formatting guidance not well defined. The aim of this study was to test the effects of prominent calorie labeling on sales of the labeled items.
Methods
Prominent calorie labels were posted in front of two popular items for a period of 1 mo. Sales were recorded for 2 mo consecutively, before and during labeling.
Results
Muffins sales (the higher-calorie item) fell by 30%, whereas sales of scones rose by 4%, a significant difference (χ2 = 10.258; P = 0.0014).
Conclusions
Calorie labeling is effective when noticed. Wider adoption of calorie labeling for all food businesses and strengthening legislation with formatting guidelines should be the next step in public health policy
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Serious gaming and gamification education in health professions: Systematic review
Background:
There is a worldwide shortage of health workers, and this issue requires innovative education solutions. Serious gaming and gamification education have the potential to provide a quality, cost-effective, novel approach that is flexible, portable, and enjoyable and allow interaction with tutors and peers.
Objective:
The aim of this systematic review was to evaluate the effectiveness of serious gaming/gamification for health professions education compared with traditional learning, other types of digital education, or other serious gaming/gamification interventions in terms of patient outcomes, knowledge, skills, professional attitudes, and satisfaction (primary outcomes) as well as economic outcomes of education and adverse events (secondary outcomes).
Methods:
A comprehensive search of MEDLINE, EMBASE, Web of Knowledge, Educational Resources Information Centre, Cochrane Central Register of Controlled Trials, PsycINFO, and Cumulative Index to Nursing and Allied Health Literature was conducted from 1990 to August 2017. Randomized controlled trials (RCTs) and cluster RCTs were eligible for inclusion. Two reviewers independently searched, screened, and assessed the study quality and extracted data. A meta-analysis was not deemed appropriate due to the heterogeneity of populations, interventions, comparisons, and outcomes. Therefore, a narrative synthesis is presented.
Results:
A total of 27 RCTs and 3 cluster RCTs with 3634 participants were included. Two studies evaluated gamification interventions, and the remaining evaluated serious gaming interventions. One study reported a small statistically significant difference between serious gaming and digital education of primary care physicians in the time to control blood pressure in a subgroup of their patients already taking antihypertensive medications. There was evidence of a moderate-to-large magnitude of effect from five studies evaluating individually delivered interventions for objectively measured knowledge compared with traditional learning. There was also evidence of a small-to-large magnitude of effect from 10 studies for improved skills compared with traditional learning. Two and four studies suggested equivalence between interventions and controls for knowledge and skills, respectively. Evidence suggested that serious gaming was at least as effective as other digital education modalities for these outcomes. There was insufficient evidence to conclude whether one type of serious gaming/gamification intervention is more effective than any other. There was limited evidence for the effects of serious gaming/gamification on professional attitudes. Serious gaming/gamification may improve satisfaction, but the evidence was limited. Evidence was of low or very low quality for all outcomes. Quality of evidence was downgraded due to the imprecision, inconsistency, and limitations of the study.
Conclusions:
Serious gaming/gamification appears to be at least as effective as controls, and in many studies, more effective for improving knowledge, skills, and satisfaction. However, the available evidence is mostly of low quality and calls for further rigorous, theory-driven research
Compulsory calorie labelling of foods. A response to ‘Food for thought: obstacles to menu labelling in restaurants and cafeterias’ by E Thomas
No abstract available
Compulsory calorie labelling of foods. A response to ‘Food for thought: obstacles to menu labelling in restaurants and cafeterias’ by E Thomas
Calorie-labelling in catering outlets: acceptability and impacts on food sales
OBJECTIVE:
Obesity is the biggest challenge facing preventive medicine. Calorie-labelling has been suggested as a way of changing the architecture of an 'obesogenic' environment without limiting consumer choice. This study examined the effect of calorie-labelling on sales of food items at catering outlets on a city-centre university campus.
METHODS:
Sales data were collected for two consecutive months in 2013 on three UK university sites (two with calorie-labelling during second month, one control) and analysed with chi-square 'Goodness-of-Fit' tests. A questionnaire seeking consumers' views and use of the calorie-labelling was administered and analysed at group-level with chi-square tests.
RESULTS:
In intervention vs control sites, total sales of all labelled items fell significantly (-17% vs -2%, p<0.001) for the month with calorie-labelling. Calorie-labelling was associated with substantially reduced sales of high-calorie labelled items, without any compensatory changes in unlabelled alternative items. Among 1166 student- and 646 staff-respondents, 56% reported using the calorie-labels, 97% of them to make lower-calorie choices. More females (63%) than males (40%) reported being influenced by calorie-labels when choosing foods (p=0.01).
CONCLUSIONS:
This study provides evidence, beyond that from single-meal exposures, for the acceptability of meal calorie-labelling and its potential as an effective low-cost anti-obesity measure
Turning the tables on obesity: young people, IT and social movements
Despite the rising incidence of childhood obesity, international data from Eurostat show that the prevalence of obesity among those aged 15–19 years remains under 5%, which offers an important opportunity for preventing subsequent adult obesity. Young people engage poorly, even obstructively, with conventional health initiatives and are often considered ‘hard to reach’. However, when approached in the language of youth, via IT, they express great concern, and unwanted weight gain in young people can be prevented by age-appropriate, independent, online guidance. Additionally, when shown online how ‘added value’ by industry can generate consumer harms as free market ‘externalities’, and how obesogenic ‘Big Food’ production and distribution incur environmental and ethical costs, young people make lasting behavioural changes that attenuate weight gain. This evidence offers a novel approach to obesity prevention, handing the initiative to young people themselves and supporting them with evidence-based methods to develop, propagate and ‘own’ social movements that can simultaneously address the geopolitical concerns of youth and obesity prevention