scispace - formally typeset
Proceedings ArticleDOI

Mobile game approach to prevent childhood obesity using persuasive technology

Reads0
Chats0
TLDR
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.
Abstract
Obesity 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.

read more

Citations
More filters
Journal ArticleDOI

Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change

TL;DR: This article presented a systematic review of 130 persuasive games from the literature published in the last 21 years (2001-2021) to highlight the current trends in the field with respect to domains, year, country, technology platforms, and genre; identify what strategies are employed in the games and their comparative analysis across domains; uncover various ways the persuasive strategies are operationalized in games; explore for possible relationships between persuasive games effectiveness and the number of strategies employed; and highlight gaps and opportunities for future research in the area of persuasive games.
Journal ArticleDOI

Designing a Persuasive Application for Behaviour Change with Children

TL;DR: In this article, the design of a persuasive mobile application aiming to encourage children below 12 years old to take care of their teeth and increase their awareness towards the importance of dental care is presented.
Proceedings ArticleDOI

The Sustainable Ecosystem for Censor and Video Alarm System

TL;DR: The purpose of this Journal is to develop an ecosystem of censorship method at an affordable cost, that censorship can be carried out massively, and children can enjoy shows without inappropriate scenes.
Book ChapterDOI

Exploring for Possible Effect of Persuasive Strategy Implementation Choices: Towards Tailoring Persuasive Technologies

TL;DR: In this paper , the authors conducted a large-scale study involving 568 participants to investigate the perceived persuasiveness or effectiveness of different implementations of each strategy in the same system, focusing on six popular strategies from the persuasive systems design model: self-monitoring, suggestion, reward, cooperation, social role, and normative influence.

Health games – healthy in what way?

TL;DR: In this article, the authors present a systematisk litteraturstudie med sokningar i de storre kunskapsdatabaserna ERIC, PubMed och IEEE Xplore resulterade i 40 artiklar publicerade i vetenskapliga tidskrifter samt 15 konferensbidrag.
References
More filters
Journal ArticleDOI

Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice.

TL;DR: This article examined the effects on the learning process of three complementary strategies (contextualization, personalization, and provision of choices) for enhancing students' intrinsic motivation, and found that contextualization and personalization increased students' motivation and engagement in learning.
Book ChapterDOI

A Systematic Framework for Designing and Evaluating Persuasive Systems

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.
Proceedings ArticleDOI

Chick clique: persuasive technology to motivate teenage girls to exercise

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.
Journal Article

Workers' remittances, economic growth and poverty in developing Asia and the Pacific countries

TL;DR: Workers' remittances, economic growth and poverty in developing Asia and the Pacific Countries as mentioned in this paper examines the impact of workers remittance on growth, poverty reduction, and economic growth.
Journal ArticleDOI

It's Time to Eat! Using Mobile Games to Promote Healthy Eating

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.
Related Papers (5)
Trending Questions (1)
What is the objective of mobile game?

The objective of the mobile game approach is to persuade children to practice healthy lifestyles by eating the right food and being physically active.