SmartLife smart clothing gamification to promote energy-related behaviours among adolescents

Ruben Costa, Pedro Oliveira, António Grilo, Ayla Schwarz, G. Cardon, A. DeSmet, Josué Ferri, Jorge Doménech, Andrew Pomazanskyi
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引用次数: 5

Abstract

Inactivity and high sedentary behavior among adolescents are main societal problems. Unhealthy lifestyles place a large burden on society and promoting healthy lifestyles is thus key for health, wellness and economic prosperity. These non-communicable diseases and unhealthy lifestyles furthermore occur more often among lower socio-economic groups, which indicates a need for healthy lifestyle promotion programs to help reduce health inequalities and improve social inclusion. The SmartLife project aims to create a mobile game that requires lower body movement, and is personalized by physiological feedback measured by smart textiles. Personalization via smart textiles can present a game challenge achievable for the current fitness level of the player and can adjust this based on activity levels during game play. This approach can improve current exergames to achieve a higher level of intensity in physical activity, needed to create a health impact, and can do so considering what is achievable for the person and hence reduce drop-out and injury risks.
SmartLife智能服装游戏化,促进青少年的能源相关行为
青少年缺乏运动和久坐行为是主要的社会问题。不健康的生活方式给社会带来巨大负担,因此促进健康的生活方式是健康、保健和经济繁荣的关键。此外,这些非传染性疾病和不健康的生活方式更常发生在社会经济地位较低的群体中,这表明需要制定促进健康生活方式的方案,以帮助减少健康不平等和改善社会包容。SmartLife项目旨在创造一款需要下半身运动的手机游戏,并通过智能纺织品测量的生理反馈来个性化。通过智能纺织品进行个性化设计,可以根据玩家当前的健康水平提出游戏挑战,并可以根据游戏过程中的活动水平进行调整。这种方法可以改善当前的运动,以达到产生健康影响所需的更高强度的身体活动,并且可以考虑到个人可以实现的目标,从而减少退学和受伤的风险。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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