用移动健身应用程序对抗青少年肥胖

F. Lu, Jessica Welton
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引用次数: 8

摘要

本文介绍了一项多阶段研究的第一阶段的结果,该研究开发了一款移动设备上的教育健身应用程序,以帮助对抗11至17岁青少年中日益增长的肥胖水平。第一阶段研究不同年龄和性别的人群在体育活动、电脑游戏和移动技术使用方面的差异,以便开发一款适应性移动健身应用程序,该应用程序要求用户在保持兴趣和享受水平的同时进行身体运动。结果表明,社会活动与动作导向型游戏的性别差异显著,但健身活动的类型差异不大。不同年龄段的玩家对策略、动作和暴力游戏的兴趣存在显著差异。同样值得注意的是,在我们研究的年龄范围内,14-15岁的年轻人倾向于认为体育活动比比他们年长和年轻的人更困难。青少年在使用移动设备的类型上也存在显著差异,13岁以上的青少年比11至13岁的青少年更倾向于使用gps、音乐和视频设备。这些结果已被纳入一个初始原型健身应用程序,将在下一阶段的研究中对受试者进行测试。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Towards Combating Youth Obesity with a Mobile Fitness Application
This paper presents the results of the first phase in a multi-phase study developing an educational fitness application on mobile devices to help combat the growing levels of obesity among youth age 11 to 17. This first phase studies demographic differences across age and gender with regards to physical activities, computer games and mobile technology usage in order to develop an adaptive mobile fitness application that requires physical movement by the user while maintaining interest and enjoyment levels. Results indicate significant differences in gender in social activities versus action oriented type games but little difference in types of fitness activities. Across age groups there were some significant differences in terms of their interest in games involving strategy, action and violence. Also of note was that youth in the range of 14-15 tended to view physical activities as more difficult versus those both older and younger than them for the ages we studied. Youth also differed significantly in the type of mobile facilities they used with those older than 13 tending to use G.P.S., music and video facilities much more than those aged 11 to 13. These results have been incorporated into an initial prototype fitness application that will be tested on subjects in the next study phase.
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