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

Persuasive Technology Using Computers To Change What We Think And Do

Birgit Wirtz
TL;DR: In this article, the authors describe persuasive technology using computers to change what we think and do. But, instead of enjoying a good book with a cup of tea in the afternoon, instead they juggled with some infectious virus inside their laptop.
Journal ArticleDOI

Personality-Based Personalization of Online Store Features Using Genetic Programming: Analysis and Experiment

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.
Journal ArticleDOI

The Evaluation of Obesity in Malaysia

TL;DR: In this paper, a new index called National Obesity Behavior Index (NOB-Index) was proposed to evaluate the relationship between obesity and productivity in Malaysia, and a series of recommendations and policies to help solve this deep health problem in Malaysia were provided.
Journal ArticleDOI

Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies

TL;DR: In this paper , the authors conducted a qualitative study with 568 participants to investigate whether the effectiveness of the persuasive strategies implemented vary within each domain and whether the effect of various strategies vary across two distinct domains, and how people belonging to different personality traits respond to these strategies.
Proceedings ArticleDOI

Gender and the Effectiveness of a Persuasive Game for Disease Awareness Targeted at the African Audience

TL;DR: In this paper, the authors examined the effectiveness of persuasive strategies implemented in a disease awareness persuasive game, called "COVID Dodge", for promoting COVID-19 awareness and safety precautions among the African audience and the moderating gender effects.
References
More filters
Proceedings ArticleDOI

Extending the Use of Games in Health Care

TL;DR: This framework is meant to support the long term use of a gaming world for children with three main goals: provide easy and continual gaming access on a range of computing appliances including small screen devices; offer games that can be personalized and are adaptable based on the child’s interests or specific illness.

Persuasive Technology Using Computers To Change What We Think And Do

Birgit Wirtz
TL;DR: In this article, the authors describe persuasive technology using computers to change what we think and do. But, instead of enjoying a good book with a cup of tea in the afternoon, instead they juggled with some infectious virus inside their laptop.
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.