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Novel interventions for increasing fruit and vegetable consumption in the workplace.

Borgonha, Z., 2018. Novel interventions for increasing fruit and vegetable consumption in the workplace. Masters Thesis (Masters). Bournemouth University.

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BORGONHA, Zara_M.Res._2018.pdf



Background – Low fruit and vegetable (FV) consumption has been observed in varied age ranges. Past research supports the use of the workplace to test healthy eating interventions. Past research also suggests increased self-efficacy and a game-based approach may be advantageous to increase FV intake. The present study comprised 3 studies. Study 1 tested a poster intervention in 9 workplace canteens; study 2 tested novel health promotion posters on university students; study 3 tested the feasibility of a health promotion game. Methods and results- Study 1- FV sales data were collected from 9 workplace canteens over a 4-week period (baseline, intervention and two weeks post-intervention). A health promotion poster was displayed for one week. Effects were observed for two weeks after. Promotion of FV to improve “current” outcomes, “appearance-based outcomes” and using “1 extra portion” were most successful. Study 2- Health promotion posters using the phrase “you can” (to target self-efficacy) were tested on 97 students from Bournemouth university (12 males; aged 18-67 years, SD=6.15, 69.2% British). FV self-efficacy significantly predicted intentions but not intake. Study 3 – 32 participants (4 males; aged 19-28 years, 84.5% British) completed a health promotion game. FV knowledge and consumption were measured as dependent variables. Knowledge significantly increased 1 week after game playing. A general measurement of FV intake before game playing indicated low levels. However, a specific measurement of FV intake suggested high levels one week after game playing. Discussion – Results are discussed in terms of cognitive processing of manageable goals. Habits are an important factor that may have contributed to findings observed in study 1. Explicit address of self-efficacy may be the most efficient way to achieve self-efficacy levels that are sufficient to transform intentions into behaviour. Finally, real-world scenarios incorporated into health promotion games may be important contributors to knowledge increase.

Item Type:Thesis (Masters)
Additional Information:If you feel that this work infringes your copyright please contact the BURO Manager.
Group:Faculty of Science & Technology
ID Code:31566
Deposited By: Symplectic RT2
Deposited On:14 Dec 2018 15:58
Last Modified:14 Mar 2022 14:13


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