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Proceedings ArticleDOI

Mobile game approach to prevent childhood obesity using persuasive technology

03 Jun 2014-pp 1-5

TL;DR: A study on persuasive technologies application and childhood obesity prevention is conducted to determine the best persuasive technology application for MACO, a game-based persuasive mobile technology designed to inspire children to apply healthy eating habits as well as to begin and continue being physically active.

AbstractObesity is a condition in which the body has excess fat. Childhood obesity has become an important public health issue because affects every aspect of the life of a child. More specifically, the condition leads to poor health and negative social perceptions. Many risk factors are linked to obesity. The varying aspects of the problem and its serious implications for future health and well-being of children are enormous. The most effective solution can be achieved via programs geared to prevent such diseases. Children spend an average of more than three hours daily in front of the television, an hour at the computer, and 30 minutes playing video games, which opens major opportunities for us to propose a mobile game approach to prevent childhood obesity (MACO) using persuasive technology. MACO is a game-based persuasive mobile technology designed to inspire children to apply healthy eating habits as well as to begin and continue being physically active. This technology also introduces fun activities to motivate children to exercise more and encourage them to choose healthier food in appropriate amounts. A study on persuasive technologies application and childhood obesity prevention is conducted to determine the best persuasive technology application for MACO. The study proposes a framework and develops a system prototype.

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Citations
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01 Jan 2016
Abstract: Thank you very much for reading persuasive technology using computers to change what we think and do. As you may know, people have look numerous times for their chosen books like this persuasive technology using computers to change what we think and do, but end up in infectious downloads. Rather than enjoying a good book with a cup of tea in the afternoon, instead they juggled with some infectious virus inside their laptop.

35 citations

Journal ArticleDOI
TL;DR: An intelligent method for personalizing the features of an online store according to the users’ personality is presented and empirical assessment of the obtained equations shows that the proposed personalization method improves the user satisfaction.
Abstract: The decisions made by the customers in online environments are influenced by their personality characteristics. Each customer in an online environment relies more heavily on certain features of a store to make decisions while ignoring others. Thus, personalizing these features may streamline the decision-making process and increase satisfaction. In this paper, an intelligent method for personalizing the features of an online store according to the users’ personality is presented. In the proposed method, using genetic programming several equations are developed to estimate how users with different personality characteristics prefer various features of an online store. These equations are then used for personalization of the store features to increase customers’ satisfaction and persuade them to make larger purchases. The evaluation on a sample of 194 individuals indicates that the obtained equations are able to estimate the user’s preferences with over 80% accuracy in most cases. In addition, empirical assessment of the obtained equations shows that the proposed personalization method improves the user satisfaction.

12 citations

Dissertation
01 Jan 2019
TL;DR: Tentative support is found that health games can be used to influence IAs towards food and positively affect food choice behaviour, however, this influence was only observed for those with healthy baseline IAs.
Abstract: Objective: Improving diets by stimulating fruit and vegetable consumption might be beneficial, in particular when they substitute energy-dense products. The aim of present study was to investigate whether a health game can be used to positively affect healthy implicit attitudes (IAs) towards food and subsequent food choice behaviour of young adults. Design: A 2 (Time: baseline vs. post-test) x 2 (Condition: health game vs. control game) x 2 (Baseline IAs: healthy IAs vs. less healthy IAs) mixed-subjects design was used with 125 participants (age: M = 20.17, SD = 1.88). Main Outcome Measures: IAs towards food were assessed at baseline and post-test using an Implicit Association Test (IAT). Additionally, food choice behaviour was assessed after game play. Results: At baseline, the majority of participants had healthy IAs (i.e., favouring fruit over chocolate snacks). At post-test, significantly less healthy IAs were observed in the control condition, while this reduction was not significant in the health game condition. Regarding food choice behaviour, participants with healthy baseline IAs were more likely to select fruit in the health game condition than participants with healthy baseline IAs in the control game condition. However, participants with less healthy baseline IAs were less likely to select fruit in the health game condition than in the control condition. We found tentative support that health games can be used to influence IAs towards food and positively affect food choice behaviour. However, this influence was only observed for those with healthy baseline IAs. Conclusion: The current version of the health game would primarily benefit those already healthy and could negatively affect those that need the intervention most, so modifications are

5 citations


Cites background from "Mobile game approach to prevent chi..."

  • ...Given that mobile devices gain in popularity and their use increases (Almonani et al., 2014), future game designers will benefit from making the game available for mobile devices....

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Proceedings ArticleDOI
01 Jul 2017
TL;DR: A new cloud-based model is proposed with ultimate aim to monitor obese patients' health condition and behavior constantly under a real-time vision of the caregiver to help overcoming this disease.
Abstract: Obesity phenomenon has become a significant issue over the world. Obesity has various negative consequences that might impact not only the health but also the social and the economic issues. Current studies reveal the lack of patients' commitment to the doctors' instructions. In this paper, we propose a new cloud-based model with ultimate aim to monitor obese patients' health condition and behavior constantly under a real-time vision of the caregiver. The proposed model provides a technical method to record, disseminates, and share knowledge and awareness among patients and caregivers. This model utilizes wireless body sensor network devices to measure heart rate; mobile web-service as a middleware to process the data from/to cloud knowledge-base and a caregiver backend/dashboard for the real-time monitor. A live test demo of the model experimented on 55 subjects to check its applicability and cost-effectiveness. The results were promised and prove its ability to help overcoming this disease.

4 citations

Journal ArticleDOI
TL;DR: There is a growing interest of using technologies to propose solutions for healthcare issues, but the number of chronic conditions being addressed is still small, obesity and diabetes are prevalent, and the majority of games proposed by the articles encompass less than half of these features.
Abstract: There is a growing interest of using technologies to propose solutions for healthcare issues. One of such issues is the incidence of chronic diseases, which are responsible for a considerable proportion of worldwide mortality. It is possible to prevent the development of such diseases using tools and methods that instruct the population. To achieve this, mobile games provide a powerful environment for teaching different subjects to user, without them actively knowing that they are learning new concepts. Despite the growing interest of using mobile games in healthcare, more specifically by patients with chronic diseases, in the best of our knowledge there are no studies that address the current research being published in the area. To close this gap, we carried out a systematic mapping study to synthesize an overview of the area. Five databases were searched and more than 1200 studies were analyzed and filtered. Among them, 17 met the the inclusion and exclusion criteria defined in this work. The results show that there is still room for research in this area, since the studies focus on a younger audience rather than proposing solutions for all ages. Furthermore, the number of chronic conditions being addressed is still small, obesity and diabetes are prevalent. Besides, the full capacity of game features that foster learning through games are not being employed, the majority of games proposed by the articles encompass less than half of these features.

3 citations


Cites background or methods from "Mobile game approach to prevent chi..."

  • ...[2] A series of different minigames that teach children healthy eating habits, some games do not involve activities and others do, such as jumping and running....

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  • ...The first work, proposed by [2], describes a mobile gaming approach to prevent childhood obesity....

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  • ...[2, 8, 16, 28, 35, 40] No evaluation performed [13] Participatory design involving young people with diabetes and two dietitians, gameplay sessions with selected users and a post-test survey with open-ended questions [21] Usability testing consisting of observing the system usage by the participants, as well as pre and post opinion surveys from both children and parents [10] Evaluation containing three phases: training the users, gameplay, and a follow-up questionnaire composed of a combination of Likert scale and short response questions [23] The participants had to play the game for a while and, afterwards, complete an online post-survey [37] Participants were given an Android phone and a short explanation of the application and were asked to complete the virtual golf course....

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  • ...[2] (ICCOINS) International conference on computer and information sciences 7 10...

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References
More filters
Journal ArticleDOI
Abstract: This experiment examined the effects on the learning process of 3 complementary strategies—contextualization, personalization, and provision of choices—for enhancing students' intrinsic motivation. Elementary school children in 1 control and 4 experimental conditions worked with educational computer activities designed to teach arithmetical order-ofoperations rules. In the control condition, this material was presented abstractly. In the experimental conditions, identical material was presented in meaningful and appealing learning contexts, in either generic or individually personalized form. Half of the students in each group were also offered choices concerning instructionally incidental aspects of the learning contexts; the remainder were not. Contextualization, personalization, and choice all produced dramatic increases, not only in students' motivation but also in their depth of engagement in learning, the amount they learned in a fixed time period, and their perceived competence and levels of aspiration. Learning, every parent knows, can be fun. From the dogged dedication of the infant learning to walk and the voraciousness of the toddler first learning the names of objects to the insatiable curiosity of the preschooler wanting to know the "why" behind everything, astute observers from Plato to Piaget have remarked upon young children's intrinsic love for learning. There are, it appears, no preschool children with "motivational deficits." Yet only a few years later, after these same children have entered school, their motivation to learn has somehow become decidedly more problematic. Many of them seem to find the instructional activities in schools to be dull and

1,460 citations


"Mobile game approach to prevent chi..." refers background in this paper

  • ...1) Healthy Food Game In one of the healthy food games, both healthy and unhealthy food objects will continuously drop from the top of the screen, and the children have to click on the objects before the objects reach the bottom of the screen and disappear....

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Book ChapterDOI
04 Jun 2008
TL;DR: The process of designing and evaluating persuasive systems is discussed and what kind of content and software functionality may be found at the final product is described, based on the works of Fogg.
Abstract: A growing number of information technology systems and services are being developed to change users' attitudes or behavior or both. Despite the fact that attitudinal theories from social psychology have been quite extensively applied to the study of user intentions and behavior, these theories have basically provided checklists or rules of thumb rather than systematic design methods or methodologies to develop software solutions. This article is conceptual-theoretical by its nature. It discusses the process of designing and evaluating persuasive systems and describes what kind of content and software functionality may be found at the final product. Seven underlying postulates behind persuasive systems, ways to analyze the user and the use context, and persuasive design strategies and guidelines are highlighted. Based on the works of Fogg, the article also lists techniques for persuasive system content and functionality, describing example software requirements and implementations. Some new techniques are suggested. Moreover, a new categorization of these techniques is proposed, composing of the primary task, dialogue, system credibility, and social support categories.

363 citations


"Mobile game approach to prevent chi..." refers background in this paper

  • ...The game focuses on pet care as part of the daily routine of child, which fits well with behavior change models employing repeated reinforcement....

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Proceedings ArticleDOI
21 Apr 2006
TL;DR: The intent of Chick Clique is to provide information at opportune times in order to modify the behaviors of girls and ultimately lead to improved health habits.
Abstract: We are developing a preventative health cell phone application that helps motivate teenage girls to exercise by exploiting their social desire to stay connected with their peers. We targeted girls because they are more likely to become less active throughout adolescence and are more likely to use dangerous techniques for losing weight. The intent of Chick Clique is to provide information at opportune times in order to modify the behaviors of girls and ultimately lead to improved health habits. Our study investigated how collecting, sharing and comparing personal fitness information impacts activity level and health awareness.

313 citations


"Mobile game approach to prevent chi..." refers background in this paper

  • ...Games can motivate the healthy eating habits of children, remind them of their treatments, direct their attention, and maintain their health status and records of treatment [10]....

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Journal Article
Abstract: "Workers' Remittances, Economic Growth and Poverty in Developing Asia and the Pacific Countries" examines the impact of workers' remittances on growth and poverty reduction in developing Asia-Pacific countries using panel data over the period 1993-2003. The results suggests that while remittances do have a significant impact on poverty reduction through increasing income, smoothing consumption and easing capital constraints of the poor, they have only a marginal impact on growth operating through domestic investment and human capital development.

218 citations

Journal ArticleDOI
TL;DR: Time to Eat, a mobile-phone-based game, motivates children to practice healthy eating habits by letting them care for a virtual pet whose healthiness determines the game's outcome.
Abstract: It's never been more important to teach youth the importance of healthy eating habits. Time to Eat, a mobile-phone-based game, motivates children to practice healthy eating habits by letting them care for a virtual pet. Players send the pet photos of the food they consume throughout the day; the food's healthiness determines the game's outcome. An examination of the game's design provides insight into the potential of deploying health games on mobile phones.

120 citations


"Mobile game approach to prevent chi..." refers background in this paper

  • ...7(a): Snapshot in healthy food game Fig.7(b): Snapshot in healthy food game 2) Physical Activities Game Games are related to the changing experience of the person, and the method of learning offers the opportunity to practice and examine the environment....

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