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Obese-Friends Club: A Gamified Virtual Quasi-Experiment for Obesity Control in Adolescents During the Covid-19 Pandemic Publisher

Summary: Can games help teens lose weight? A study found an online gamified group helped boys manage weight during COVID-19, offering a fun approach. #WeightManagement #TeenHealth

Pourabbasi A1 ; Ahangar AA2 ; Nouriyengejeh S1
Authors

Source: Journal of Diabetes and Metabolic Disorders Published:2024


Abstract

Purpose: The COVID-19 pandemic has sparked concerns about weight management because of the changes in population lifestyle. As previous studies suggest, these changes can affect adolescents to a greater degree, especially as schools shut down. Designing a method for weight management that accounts for the specific conditions of the pandemic can help students attend to their physical conditions during the pandemic. Method: An online gamified peer pressure group on WhatsApp was employed to help 10th-grade boys in a high school in Tehran, Iran. The available sample consisted of 15 main group students and 13 control students. A paired t-test examined the difference between each group’s initial and final state as well as the group’s final state. Additionally, an ANCOVA test was done to ensure that the observed effect was because of the intervention. Results: The initial BMI for the intervention group (µ = 30.68, δ = 3.23) and the control group (µ = 29.73, δ = 3.23) were the same (p = 0.468). Two dropouts in the intervention group were found after forty days. A significant difference between the intervention group’s steady and final states (p = 0.027) was detected; however, this difference was not significant in the control group (p = 0.634). Conclusion: Online gamified social groups can play a key role in adolescents’ weight management during the COVID-19 pandemic. © 2023, The Author(s), under exclusive licence to Tehran University of Medical Sciences.
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