Using Game-Based Research Approaches to Gauge Children’s Perceptions: Insights from a Food Education Project
摘要
This paper provides insight into how gaming can be used to explore the children’s experience of food, and to envision possible future transitions in their eating habits. The case study presented is part of the ERMES project, an interdisciplinary initiative funded by the French National Research Agency (ANR-23-CE36-0009), focused on primary school children aged 9–10 in the Île-de-France region. The project aims to develop scientific understanding on how children engage with and relay “food messages” in their daily lives, and how these messages influence their attitudes and eating habits. The paper presents and discusses the use of research game-based workshops to capture children’s attitudes, preferences, and understanding of nutrition in a playful and engaging manner. These activities not only facilitate data collection but also foster trust and active participation among children. Additionally, the case study highlights the challenges of conducting action-oriented research in school settings, including minimizing researcher influence and addressing scientific bias. Findings suggest that game-based approaches are effective in exploring complex topics like sustainable eating, offering insights into children’s peer culture and food-related behaviors. However, the study emphasizes that game-based activities should complement, rather than replace, traditional methods such as observations and surveys. By integrating games into research, the study provides a novel framework for understanding children’s food perceptions, contributing to the development of effective food education strategies.