Publication | Open Access
Planning a health promotion program: Mobile app gamification as a tool to engage adolescents
25
Citations
2
References
2018
Year
World Health OrganizationPhysical ActivityEngineeringHealth PreventionDigital InterventionYouth AdvocacyObesityAdolescent MedicineDigital HealthHealth Promotion ProgramNutrition EducationPublic HealthHealth EducationHealth PolicyGamification TechniquesGamificationHealth PromotionDesignUser ExperienceObesity ManagementMobile ApplicationChildhood ObesityHealth BehaviorMobile Health
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.
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