Proceedings ArticleDOI
Mobile game approach to prevent childhood obesity using persuasive technology
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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
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Journal ArticleDOI
Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change
Chinenye Ndulue,R. Orji +1 more
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
Noor Hazwani Mohamad Puad,Nurul Amirah Rahim,Khadijah Hanis Ahmad Firdaus,Nawda Sayedi,Hazwani Mohd Mohadis +4 more
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Proceedings ArticleDOI
The Sustainable Ecosystem for Censor and Video Alarm System
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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
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Book ChapterDOI
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Journal ArticleDOI
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