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Advisor(s)
Abstract(s)
Over the past decade, the World Health Organization (WHO) has been alerting about the existing overweight prevailing among the adolescents’ group. This group is considered a nutritional risk group mainly because of less correct eating patterns and misbehaviors towards physical activity. To prevent obesity within this risk group, we are working on a mobile application involving gamification techniques. This article presents the preliminary results of a design study for this app, and explores possible design guidelines and processes based on results achieved in preliminary user interface and experience tests.
Description
Keywords
Adolescents e-Health Mobile gamification Serious Games User Experience
Citation
Cláudia Pernencar, Pedro Sousa, Roberta Frontini, Ricardo Martinho, Daniel Runte, Denis Mendes, Miguel Carvalho, Planning a health promotion program: Mobile app gamification as a tool to engage adolescents, Procedia Computer Science, Volume 138, 2018, Pages 113-118, ISSN 1877-0509, https://doi.org/10.1016/j.procs.2018.10.016.
Publisher
Elsevier BV