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LunchTime: a slow-casual game for long-term dietary behavior change

机译:LunchTime:长期饮食习惯改变的慢休闲游戏

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摘要

Eating out has recently become part of our lifestyle. However, when eating out in restaurants, many people find it difficult to make meal choices consistent with their health goals. Bad eating choices and habits are in part responsible for the alarming increase in the prevalence of chronic diseases such as obesity, diabetes, and high blood pressure, which burden the health care system. Therefore, there is a need for an intervention that educates the public on how to make healthy choices while eating away from home. In this paper, we propose a goal-based slow-casual game approach that addresses this need. This approach acknowledges different groups of users with varying health goals and adopts slow technology to promote learning and reflection. We model two recognized determinants of well-being into dietary interventions and provide feedback accordingly. To demonstrate the suitability of our approach for long-term sustained learning, reflection, and attitude and/or behavior change, we develop and evaluate LunchTime-a goal-based slow-casual game that educates players on how to make healthier meal choices. The result from the evaluation shows that LunchTime facilitates learning and reflection and promotes positive dietary attitude change.
机译:外出就餐已成为我们生活方式的一部分。但是,在餐馆外出吃饭时,许多人发现很难根据自己的健康目标来选择膳食。不良的饮食选择和习惯在一定程度上造成了肥胖,糖尿病和高血压等慢性病的惊人增加,这些疾病加重了卫生保健系统的负担。因此,需要一种干预措施,以教育公众如何在出门吃饭时做出健康的选择。在本文中,我们提出了一种基于目标的慢休闲游戏方法来解决这一需求。这种方法承认具有不同健康目标的不同用户组,并采用慢速技术来促进学习和反思。我们将两个公认的健康决定因素纳入饮食干预模型,并相应地提供反馈。为了证明我们的方法对于长期持续学习,反思以及态度和/或行为改变的适用性,我们开发并评估了LunchTime,这是一种基于目标的慢休闲游戏,旨在教育玩家如何做出更健康的饮食选择。评估结果表明,LunchTime有助于学习和反思,并促进饮食态度的积极改变。

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