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Puzzle Walk: A Gamified Mobile App to Increase Physical Activity in Adults with Autism Spectrum Disorder

机译:Puzzle Walk:游戏化的移动应用程序,可增加自闭症谱系障碍成年人的体育锻炼

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Research shows that adults with Autism Spectrum Disorder (ASD) are less physically active than those without ASD. Persuasive augmented reality smartphone apps may be an effective intervention to target this health disparity. A gamified mobile app, Puzzle Walk was developed to elevate physical activity (PA) engagement in the target population following an iterative user-centered design process, including a literature review, identification of target behaviors, needs analysis, health behavior theory evaluation, and prototype design. We found that walking is the most common form of PA in the target users and they have an affinity to using technology devices. These insights led us to design the Puzzle Walk app that incorporates behavior change techniques (BCTs) (e.g., user instruction, self-monitoring, visual rewards, feedback on performance, and goal-setting). We describe the emerged design that includes animated gamification and visualized user interfaces. The usability assessment plan is discussed as future work.
机译:研究表明,患有自闭症谱系障碍(ASD)的成年人比没有ASD的成年人缺乏体育锻炼。有说服力的增强现实智能手机应用程序可能是针对这种健康差异的有效干预措施。一款经过游戏化的移动应用程序“ Puzzle Walk”是在以用户为中心的迭代设计过程之后开发的,以提高目标人群的体育活动(PA)参与度,包括文献复习,目标行为的识别,需求分析,健康行为理论评估和原型设计。我们发现,步行是目标用户中最常见的PA形式,并且他们对使用技术设备也很感兴趣。这些见解促使我们设计了将行为改变技术(BCT)(例如,用户指导,自我监控,视觉奖励,对性能的反馈和目标设定)结合在一起的Puzzle Walk应用程序。我们描述了包括动画游戏化和可视化用户界面在内的新兴设计。可用性评估计划将作为未来的工作进行讨论。

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