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Planning a health promotion program: Mobile app gamification as a tool to engage adolescents

机译:规划健康促销计划:移动应用游戏作为搞青少年的工具

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Over the past decade, the World Health Organization (WHO) has been alerting about the existing overweight prevailing among the adolescents’ group. This group is considered a nutritional risk group mainly because of less correct eating patterns and misbehaviors towards physical activity. To prevent obesity within this risk group, we are working on a mobile application involving gamification techniques. This article presents the preliminary results of a design study for this app, and explores possible design guidelines and processes based on results achieved in preliminary user interface and experience tests.
机译:在过去十年中,世界卫生组织(WHO)一直在提醒人们在青少年群体中存在的超重。该群体被认为是营养风险组,主要是因为对身体活动的饮食模式和不当行为者不太正确。为防止在这一风险组中的肥胖,我们正在涉及涉及游戏技术的移动应用程序。本文提出了对此应用程序设计研究的初步结果,并根据初步用户界面和经验测试的结果探讨了可能的设计指南和流程。

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