Publication
Planning a health promotion program: Mobile app gamification as a tool to engage adolescents
dc.contributor.author | Pernencar, Cláudia | |
dc.contributor.author | Sousa, Pedro | |
dc.contributor.author | Frontini, Roberta | |
dc.contributor.author | Martinho, Ricardo | |
dc.contributor.author | Runte, Daniel | |
dc.contributor.author | Mendes, Denis | |
dc.contributor.author | Carvalho, Miguel | |
dc.date.accessioned | 2025-07-03T16:09:41Z | |
dc.date.available | 2025-07-03T16:09:41Z | |
dc.date.issued | 2018 | |
dc.description.abstract | 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. | eng |
dc.identifier.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. | |
dc.identifier.doi | 10.1016/j.procs.2018.10.016 | |
dc.identifier.issn | 1877-0509 | |
dc.identifier.uri | http://hdl.handle.net/10400.8/13522 | |
dc.language.iso | eng | |
dc.peerreviewed | yes | |
dc.publisher | Elsevier BV | |
dc.relation.hasversion | https://www.sciencedirect.com/science/article/pii/S1877050918316478 | |
dc.relation.ispartof | Procedia Computer Science | |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | |
dc.subject | Adolescents | |
dc.subject | e-Health | |
dc.subject | Mobile gamification | |
dc.subject | Serious Games | |
dc.subject | User Experience | |
dc.title | Planning a health promotion program: Mobile app gamification as a tool to engage adolescents | eng |
dc.type | journal article | |
dspace.entity.type | Publication | |
oaire.citation.endPage | 118 | |
oaire.citation.startPage | 113 | |
oaire.citation.title | Procedia Computer Science | |
oaire.citation.volume | 138 | |
oaire.version | http://purl.org/coar/version/c_970fb48d4fbd8a85 | |
person.familyName | Pernencar | |
person.familyName | Frontini | |
person.familyName | Martinho | |
person.givenName | Cláudia | |
person.givenName | Roberta | |
person.givenName | Ricardo | |
person.identifier | https://scholar.google.com/citations?user=tGk3CjsAAAAJ&hl=pt-PT | |
person.identifier | https://scholar.google.com/citations?user=RobertaFrontini=en&authuser=1 | |
person.identifier.ciencia-id | 4716-A442-2BB2 | |
person.identifier.ciencia-id | 2912-39E4-16D8 | |
person.identifier.ciencia-id | F51E-9BB5-EF92 | |
person.identifier.orcid | 0000-0001-8981-2133 | |
person.identifier.orcid | 0000-0002-1253-7660 | |
person.identifier.orcid | 0000-0003-1157-7510 | |
person.identifier.rid | K-8277-2013 | |
person.identifier.scopus-author-id | 56025620000 | |
person.identifier.scopus-author-id | 54784247000 | |
person.identifier.scopus-author-id | 25823103700 | |
relation.isAuthorOfPublication | 9192dd03-9166-4e95-9b77-f486f1b0d8a6 | |
relation.isAuthorOfPublication | 2357460c-f62f-4d92-8124-0312defcab13 | |
relation.isAuthorOfPublication | b2a74e46-f06c-4dcd-8c64-8f78f1d55440 | |
relation.isAuthorOfPublication.latestForDiscovery | 9192dd03-9166-4e95-9b77-f486f1b0d8a6 |