It's Time to Eat! Using Mobile Games to Promote Healthy Eating
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295 citations
Cites background from "It's Time to Eat! Using Mobile Game..."
...Behavioral/Psychological Outcomes Study % of 85 Behavior [4], [6], [7], [11], [12], [15], [17], [21]–[25], [27], [28], [32], [33], [35], [38], [41], [46], [48], [56], [58], [60], [62], [63], [65]–[67], [70]–[76], [79], [81], [83], [86], [88] 44% Attitude [5], [9], [10], [13], [17], [26], [30], [59], [65], [68], [76], [78], [84] 17% Motivation [6], [31], [37]–[40], [54], [57], [61], [64], [78] 17% Awareness [16], [43], [47], [50]–[52], [77], [84] 15% Self-efficacy [13], [17], [29], [30], [64], [69], [77], [84] 13% Adherence and Compliance [36], [34], [42], [49], [53], [55] 10% Habit [7], [8], [48] 5% Knowledge [8], [14], [80] 5% Intention [17], [69] 4% Engagement and Acceptance [32], [45] 4% Belief and Perception [10], [44], [89] 4% Others [10], [31], [82], [85] 7%...
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...Motivational strategies/ affordances Studies with positive result Studies with partially positive result Studies with negative result or others Total Tracking and monitoring [4], [6], [8], [14], [21], [22], [27], [29], [33]–[38], [46]–[50], [55], [56], [58], [60], [62], [67], [70], [89] [10], [73], [75], [79] [15], [85], [86] 34 Audio, Visual and Textual Feedback [4], [6], [7], [9], [14], [16], [27], [29], [30], [37], [43], [46], [48], [50], [65]–[67], [69] [11], [71], [72] [15], [83]–[85], [87], [88] 28 Social support, sharing, and comparison [22], [24], [25], [27], [30], [41], [32], [35], [44], [45], [46], [48], [53], [65], [66], [4], [21] [75] [84], [88] 23 Persuasive messages, reminder, and alert [22], [30], [34], [35], [37], [42], [49], [53], [55], [58], [60], [63] [72]–[75], [77] [86], [87] 19 Reward, points, credits [6]–[9], [17], [25], [27], [30], [34], [38], [39], [47], [59], [61], [69] [76] [15], [86] 17 Goal and Objectives [4], [6], [9], [22], [25], [46], [47], [57] [75], [77], [79] [86] 13 Competition, leaderboards, ranking [4], [17], [22], [34], [39], [41], [47], [52], [56], [62] [88] 11 Tailoring, Personalization and customization [12], [17], [38], [40], [68], [70] [72] [86] 8 Praise [14], [22], [24], [40] [78] [83], [86] 7 Cooperation and Collaboration [4], [32], [47], [52] [81] 5 Virtual rehearsal and Simulation [12], [24], [63], [69] 4 Emoticons and persuasive images [15], [26], [33] 3 Progress [4], [6] [87] 3 Positive Reinforcement [6], [15] [78] [87] 3 Negative Reinforcement [8] [78] [87] 3 Suggestions and advice [5], [14] [72] 3 Video-based persuasion [23] 1 Not Specified [13], [28], [31], [51], [54], [64] [80], [82] 8...
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...Theories Study Total Transtheoretical Model [4], [6], [8], [9], [11], [25], [27], [30], [33], [57], [64], [72], [89] 13 Goal Setting Theory [15], [23], [75], [77], [79] 5 Social Conformity Theory [35], [57], [69] 3 Theory of Reasoned Action [21], [69] 2 Self Determination Theory [29], [54] 2 Unified Theory of Acceptance and Use of Technology [26], [80] 2 Reinforcement Theory [15], [38] 2 Social Cognitive Theory [23] 1 Ego Depletion theory [31] 1 Premack’s principle [38] 1 Parallel Process Model [13] 1 Theory of Meaning Behavior [54] 1 Sexual Health Model [12] 1 Social Learning Theory [78] 1 Health Belief Model [69] 1 Theory of Planned Behavior [44] 1 Big Five Personality Theory [80] 1 Knowledge, Attitude, Behavior Model [9] 1 Cognitive Behavior Therapy [57] 1 Technology Acceptance Model [30] 1 Not specified [5], [7], [10], [16], [17], [22], [24], [28], [32], [34], [36], [37], [39]–[43], [45]–[53], [55], [56], [58]–[63], [65]–[68], [70], [71], [73], [74], [76], [81]–[88] 51...
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...Method Studies with positive outcome Studies with partially positive outcome Studies with negative/other outcome % of all Quantitative [5], [12], [13], [15], [21], [22], [24], [28], [29], [35], [41], [42], [44], [45], [48], [49], [51], [52], [54], [59], [64], [65], [67], [69], [70], [89] [10], [74], [78], [80], [82] [87] 39% Qualitative [7], [14], [33], [38]–[40], [43], [44], [46], [47] [76] [85], [86] 15% Mixed Method [4], [6], [8], [9], [16], [17], [23], [25]– [27], [30]–[32], [36], [37], [40], [43], [55], [57], [58], [60], [62], [63], [66], [68] [10], [24], [28], [31], [71], [75], [76] [15], [83], [84], [88] 46%...
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...Behavior [4], [6], [7], [11], [12], [15], [17], [21]–[25], [27], [28], [32], [33], [35], [38], [41], [46], [48], [56], [58], [60], [62], [63], [65]–[67], [70]–[76], [79], [81], [83], [86], [88] 44% Attitude [5], [9], [10], [13], [17], [26], [30], [59], [65], [68], [76], [78], [84] 17% Motivation [6], [31], [37]–[40], [54], [57], [61], [64], [78] 17% Awareness [16], [43], [47], [50]–[52], [77], [84] 15% Self-efficacy [13], [17], [29], [30], [64], [69], [77], [84] 13% Adherence and Compliance [36], [34], [42], [49], [53], [55] 10% Habit [7], [8], [48] 5% Knowledge [8], [14], [80] 5% Intention [17], [69] 4% Engagement and Acceptance [32], [45] 4% Belief and Perception [10], [44], [89] 4% Others [10], [31], [82], [85] 7% Study participants and sample size....
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246 citations
Cites background from "It's Time to Eat! Using Mobile Game..."
...Having a p value of 0.001 is good enough that even if we added the 27 responses discarded, the Chi-squared result would still be significant (at 0.05 in the worst case scenario)....
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242 citations
Cites background from "It's Time to Eat! Using Mobile Game..."
...The first set of systems can be labeled ‘wellness’ applications, which seek to ‘persuade’ users to make healthy behavior change such as increased physical activity [20, 7], healthy eating habits [26], or better sleep [3]....
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...For example, Fish’n Steps [20] and UbiFit Garden [7] seek to encourage physical activity; the Time to Eat! iPhone application is a persuasive game encouraging healthy eating habits [26]....
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238 citations
Cites background from "It's Time to Eat! Using Mobile Game..."
...Virtual companions [8], games [62], social networks [79] can be used as the means to interact with the users in mobile applications in order to persuade them for changing their sedentary or unhealthy habits and even lifestyle for healthier behavior [20]....
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234 citations
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