Using gamification in a mobile application to treat children with obesity : Increasing the motivation to select healthy food

In a time where child obesity is reaching an alarming level it is important to provide tools for weight loss that are accessible to many children. Furthermore, it is important for these tools to be easy and fun to use to keep the users engaged in the tool over a long period of time, since losing wei...

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Bibliographic Details
Main Author: Grundberg, Erik
Format: Others
Language:English
Published: Linköpings universitet, Institutionen för datavetenskap 2020
Subjects:
UES
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167170
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spelling ndltd-UPSALLA1-oai-DiVA.org-liu-1671702020-07-04T04:20:24ZUsing gamification in a mobile application to treat children with obesity : Increasing the motivation to select healthy foodengGrundberg, ErikLinköpings universitet, Institutionen för datavetenskap2020gamificationuser engagementUESoverweight treatmentComputer SciencesDatavetenskap (datalogi)In a time where child obesity is reaching an alarming level it is important to provide tools for weight loss that are accessible to many children. Furthermore, it is important for these tools to be easy and fun to use to keep the users engaged in the tool over a long period of time, since losing weight is nothing that can be done in a day. By designing and implementing a mobile application for logging food intake and the incorporation of gamification elements, this study seeks to address the problem of users losing interest in the tool and rebounding to unhealthy eating. Gamification is a concept of making applications that traditionally has nothing to do with games into a more game-like experience to enhance user engagement. After the development of the application was complete, the participants of the study used the application as a part of their daily routine to log all the food they consumed. When interviewing the participants after testing the application the overall response for the gamification elements was positive. However, the general design and implementation of the application seemed to affect the user engagement more than the additional gamification elements. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167170application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic gamification
user engagement
UES
overweight treatment
Computer Sciences
Datavetenskap (datalogi)
spellingShingle gamification
user engagement
UES
overweight treatment
Computer Sciences
Datavetenskap (datalogi)
Grundberg, Erik
Using gamification in a mobile application to treat children with obesity : Increasing the motivation to select healthy food
description In a time where child obesity is reaching an alarming level it is important to provide tools for weight loss that are accessible to many children. Furthermore, it is important for these tools to be easy and fun to use to keep the users engaged in the tool over a long period of time, since losing weight is nothing that can be done in a day. By designing and implementing a mobile application for logging food intake and the incorporation of gamification elements, this study seeks to address the problem of users losing interest in the tool and rebounding to unhealthy eating. Gamification is a concept of making applications that traditionally has nothing to do with games into a more game-like experience to enhance user engagement. After the development of the application was complete, the participants of the study used the application as a part of their daily routine to log all the food they consumed. When interviewing the participants after testing the application the overall response for the gamification elements was positive. However, the general design and implementation of the application seemed to affect the user engagement more than the additional gamification elements.
author Grundberg, Erik
author_facet Grundberg, Erik
author_sort Grundberg, Erik
title Using gamification in a mobile application to treat children with obesity : Increasing the motivation to select healthy food
title_short Using gamification in a mobile application to treat children with obesity : Increasing the motivation to select healthy food
title_full Using gamification in a mobile application to treat children with obesity : Increasing the motivation to select healthy food
title_fullStr Using gamification in a mobile application to treat children with obesity : Increasing the motivation to select healthy food
title_full_unstemmed Using gamification in a mobile application to treat children with obesity : Increasing the motivation to select healthy food
title_sort using gamification in a mobile application to treat children with obesity : increasing the motivation to select healthy food
publisher Linköpings universitet, Institutionen för datavetenskap
publishDate 2020
url http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167170
work_keys_str_mv AT grundbergerik usinggamificationinamobileapplicationtotreatchildrenwithobesityincreasingthemotivationtoselecthealthyfood
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