Mobile games to improve healthier lifestyle amongst youth: "are we there yet" or should we move forward?

P. Fontes, P. Boaventura, José Azevedo
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Abstract

The widespread use of mobile technology is opening innovative ways to improve health and health care delivery. In fact, the use of mobile apps arises as an effective answer to the urgent global need for a change in paradigm concerning attitude towards health and disease prevention. Nevertheless, the increasing number of available mobile apps on the market - along with the uncertainty about what motivates users to engage on using some - brings new challenges concerning users' motivation and engagement. This paper discusses strategies to overcome some of these challenges. We depart from "NutriBuddy", a project that aims to increase literacy on nutrition through mobile games and tangible interfaces installations. The strategy adopted is based on The Four Phase Model of Interest Development, which pursues to predict conditions for the development and deepening of learners' interest, eventually leading to deep personal engagement. From here, we venture some considerations for advancements of projects aiming at promoting and support healthier behaviors, suggesting broader and more comprehensive approaches.
手机游戏将改善年轻人的健康生活方式:“我们还在那里吗?”还是我们应该继续前进?
移动技术的广泛使用为改善健康和提供保健服务开辟了创新途径。事实上,移动应用程序的使用是对全球迫切需要改变对健康和疾病预防态度的一种有效回应。然而,市场上可用的移动应用越来越多——以及用户使用某些应用的动机的不确定性——给用户的动机和粘性带来了新的挑战。本文讨论了克服这些挑战的策略。我们从“NutriBuddy”项目出发,该项目旨在通过手机游戏和有形界面装置提高人们对营养的认识。所采用的策略是基于兴趣发展的四阶段模型,该模型旨在预测学习者兴趣发展和深化的条件,最终导致深度的个人投入。在此,我们冒昧地对旨在促进和支持健康行为的项目的进展进行了一些考虑,提出了更广泛、更全面的方法。
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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