Gamified Wearables in Obesity Therapy for Youth

Schulz, Luisa and Spil, Dr. Ir. A.A.M. Ton and de Vries, Dr. S.A. Sjoerd (2018) Gamified Wearables in Obesity Therapy for Youth. AMERICAS CONFERENCE ON INFORMATION SYSTEMS (AMCIS).

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Introduction: Obesity in children has become a global phenomenon. Most of the existing programs have only limited effects and often require an expensive and laborious multi-professional therapy. The aim of this study was to examine which guidelines for gamified wearables can be developed into an effective tool for weight loss and long-term behavior changes within children. Methods: The paper comprises a literature analysis and qualitative research design. Open-ended questionnaires were distributed to 3 clinicians and 18 children and analyzed using MaxQDA. Three independent variables age, gender and BMI were considered. Results: The research has identified four fundamental guidelines for gamified wearables for which a prototype was developed. These guidelines are in short: practical obesity management tool, appealing game-approach, challenging rewards and positive education. Personal emotional support was theoretically a fifth guideline but is not supported. Results could not reliably answer whether long-term behavior change can be triggered through gamified wearables.

Item Type: Article
Subjects: R Medicine > R Medicine (General)
Divisions: Faculty of Industrial Engineering and Informatics > Information System
Depositing User: staff repository 1
Date Deposited: 12 Sep 2018 16:34
Last Modified: 12 Sep 2018 16:34

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