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Applying gamification and social network techniques to promote health activities

机译:应用游戏化和社交网络技术促进健康活动

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摘要

“Obesity” is the Civilized disease of many developed countries. Many people attempt to control daily diet and participate in related activities of health promotion in order to manage their weight, to improve body shape, or maintain self-health. However, there are lot of people fail to perform the related activities of health promotion continuously because of the lack of motivation. The purpose of this study is to develop a mobile application (App) for providing different motivational factors to trigger and to reinforce people in participating the activities of health promotion. Gamification and social-networking features are applied to the App based on the theories of psychological and behavioral science. This application composes by three main modules include diet diary module, public social group module, and health coach module. A Technology Acceptance Model (TAM) was applied to measure the perceived user experience when using the proposed system. User's behavioral intention to use and actual system use were also measured.
机译:“肥胖症”是许多发达国家的文明疾病。许多人试图控制日常饮食并参加相关的健康促进活动,以控制体重,改善体形或保持自我健康。然而,由于缺乏动力,许多人无法连续进行健康促进的相关活动。这项研究的目的是开发一种移动应用程序(App),以提供不同的动机因素来触发和加强人们参与健康促进活动。游戏化和社交网络功能基于心理学和行为科学的理论被应用到该应用程序。该应用程序由三个主要模块组成,包括饮食日记模块,公共社会团体模块和健康教练模块。使用技术接受模型(TAM)来衡量使用建议的系统时感知到的用户体验。还测量了用户的行为使用意图和实际系统使用情况。

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