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TeenPower: Measuring the effectiveness of an intervention program and engaging adolescents towards physical activities using location-aware gamification

机译:青少年:测量干预计划的有效性,并使用地点感知游戏处理从事青少年以体育活动

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Adolescents, reportedly, easily adopt a sedentary lifestyle and unhealthy behaviors easily carried into adulthood. Prevention is one of the few viable ways to contain the current epidemic percentages of overweight and obesity. The TeenPower Project has created an intervention program that relies on a mHealth platform to engage teenagers into embracing healthier lifestyle behaviors. Although the program is already fully deployed in some schools, further work is necessary to continue to encourage adolescents into long lasting behavioral changes. It is necessary to measure the effectiveness of this intervention program by analyzing the data generated by the adolescent's usage of the platform. This analysis may also support the decision-making process of health professionals when planning the future of the intervention program. On the other hand, gamification, the use of game-like rewards and incentives, paired with desired behaviors to increase motivations, is starting to be integrated in the mobile application as a way to engage to adolescents in the platform.
机译:据报道,青少年轻松采用久坐生活方式,不健康的行为进入成年期。预防是包含当前流行性超重和肥胖百分比的少数可行方式之一。青少年项目创造了一个干预计划,依赖于MHECHEATH平台,将青少年聘请进入更健康的生活方式行为。虽然该计划已经在一些学校完全部署,但有必要进一步的工作来继续鼓励青少年延长行为变化。通过分析由青少年使用平台的数据来衡量该干预计划的有效性。该分析还可以在规划干预计划的未来时支持卫生专业人员的决策过程。另一方面,游戏处理,使用游戏类似的奖励和激励措施,与所需行为一起增加动机,开始在移动应用中集成为与平台中的青少年接触的方式。

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