AIRPlay: Towards a 'breathgiving' approach

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    3 Citations (Scopus)

    Abstract

    Children with exercise-induced asthma face several challenges in their daily life, which can improve by proper self-management practices. AIRplay combines biomedical sensing with gamified environments to improve physical conditioning and self-management of asthma among children aged 7 to 9 years old. The goal is to develop a proof-of-concept of coaching application that monitors physical activity of a young asthma patient, provide feedback based on this activity data, and integrates this application with an interactive playground to improve fitness. We discuss three areas where we can improve the current management of asthma among children based on literature and interviews with health care professionals. We present the coaching application and the interactive playground game, followed by a discussion where we discuss the current proof-of-concept using the Persuasive Design Model (PSD). We also foresee some challenges for future development and research.

    Original languageEnglish
    Title of host publicationBCSS 2017
    Subtitle of host publicationProceedings of the Fifth International Workshop on Behavior Change Support Systems
    EditorsPiiastiina Tikka, Randy Klaassen, Pasi Karppinen, Roelof de Vries, Robby van Delden, Harri Oinas-Kukkonen, Lisette van Gemert-Pijnen, Dirk Heylen
    Pages38-45
    Number of pages8
    Publication statusPublished - 2017
    EventFifth International Workshop on Behavior Change Support Systems, BCSS 2017 - Amsterdam, Netherlands
    Duration: 3 Apr 20176 Apr 2017
    Conference number: 5

    Publication series

    NameCEUR Workshop Proceedings
    PublisherCEUR.org
    Volume1822
    ISSN (Print)1613-0073

    Conference

    ConferenceFifth International Workshop on Behavior Change Support Systems, BCSS 2017
    Abbreviated titleBCSS
    Country/TerritoryNetherlands
    CityAmsterdam
    Period3/04/176/04/17

    Keywords

    • Asthma
    • Behavior change support systems
    • Coaching
    • Gamification
    • Playgrounds
    • Self-management

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