Improving Adolescent Fitness Attitudes with a Mobile Fitness Game to Combat Obesity in Youth

被引:0
作者
Lu, Fletcher [1 ]
Turner, Kei [2 ]
机构
[1] Univ Ontario, Inst Technol, Fac Business & IT, Oshawa, ON L1H 7K4, Canada
[2] Univ Ontario, Inst Technol, Fac Sci, Oshawa, ON L1H 7K4, Canada
来源
2013 IEEE INTERNATIONAL GAMES INNOVATION CONFERENCE (IGIC) | 2013年
基金
加拿大自然科学与工程研究理事会;
关键词
ENERGY-EXPENDITURE;
D O I
暂无
中图分类号
TP301 [理论、方法];
学科分类号
081202 ;
摘要
We present the tests results of the first phase of a multi-phase study to combat deteriorating adolescent fitness, reflected in the growth in adolescent obesity rates, by creating a fitness game deployed on mobile devices. The objective of this first phase was to test an initial mobile fitness prototype's efficacy in generating positive attitudinal changes towards fitness activity using strong socialization components within the game. The basic premise being that game play with a strong social aspect is an attractive support mechanism for sustained interest and providing positive reinforcement to users within our fitness application. Such sustained interest and positive reinforcement is vital for producing long-term fitness improvements. Our mobile fitness game prototype included 13 exercises with functionality to socialize with friends regarding exercise progress and collaboration. A subject pool of 12 adolescents aged 15 to 17 used the prototype for a six week period. Results indicate that the application's socialization features were able to improve subjects' views on fitness activities. Increasing online social networking tendency correlated with improving views on the fitness exercises that were most often engaged in with the application.
引用
收藏
页码:148 / 151
页数:4
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