Informations
Support :
Références scientifiques
Auteur(s) :
Daniel Novák, Bengisu Tulu, Håvar Brendryen
Editeur :
In book: Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice, Edition: 1, Chapter: 21, Publisher: IGI GLobal, Editors: Daniel Novák, Bengisu Tulu, Håvar Brendryen, pp.475, 495
Date :
2016
Langue :
Description
The introduction of new technologies into children's daily routines is in many cases associated with negative health impacts. However, technology may also be used to promote healthy practices by way of so-called serious games. Several studies have confirmed that the use of such tools can result in significant health gains, the adoption of healthy eating habits, the practice of an active lifestyle, increased energy expenditure and decreased adiposity. In this context, the authors report a case study that portrays the process of designing and developing an interactive digital mobile game, designed to motivate children to adopt exercise and healthy eating habits. The player interacts with the game through health metrics, the evolution of the main character, notifications/messages about healthy foods and exercise, and virtual and real-life rewards. The development of a health promotion game is not a simple task and requires a multidisciplinary team.
Références (1) :
Alvarez, J., & Michaud, L. (2008). Serious games: advergaming, edugaming, training and more. England: Idate
Mots-clés : Obésité (Obesity), Serious Game, Game, Health game, Santé