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Towards Combating Youth Obesity with a Mobile Fitness Application

机译:通过移动健身应用程序对抗青少年肥胖

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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.
机译:本文介绍了一项多阶段研究的第一阶段结果,该研究开发了一种移动设备上的教育健身应用程序,以帮助应对11至17岁青年之间日益增长的肥胖症。该第一阶段研究了年龄和性别在人口方面的差异身体活动,计算机游戏和移动技术的使用,以开发适应性的移动健身应用程序,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,社交活动与面向动作的类型游戏的性别差异显着,但健身活动的类型差异很小。在各个年龄段中,他们对涉及策略,行动和暴力的游戏的兴趣存在显着差异。还要注意的是,在我们研究的年龄范围内,年龄在14至15岁之间的年轻人倾向于比年龄更大和年龄更小的体育活动更为困难。与13岁以上的年轻人相比,年轻人使用的移动设施类型也存在显着差异,他们倾向于使用GPS,音乐和视频设施,而11岁至13岁的年轻人使用这些设施的情况要多得多。在下一学习阶段的主题上。

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