Initiative Description: Game-based rewards were provided to heroic characters within a fictional narrative read by teachers on days when the school, as a whole, met a fruit or vegetable consumption goal in accord with the alternating-treatments design.
Study Results: On intervention days, fruit and vegetable consumption increased by 39% and 33%.
Reference: Jones, B. A., Madden, G. J., & Wengreen, H. J. (2014). The FIT Game: preliminary
evaluation of a gamification approach to increasing fruit and vegetable consumption in
school. Preventive Medicine, 68, 76-79.
Level of Evidence: Good