Gamified Wearables in Obesity Therapy for Youth

Research output: Contribution to conferencePaperAcademic

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Abstract

Introduction: Obesity in children has become a global phenomenon. Most of the existing programs have only limited effects and often require an expensive and laborious multi-professional therapy. The aim of this study was to examine which guidelines for gamified wearables can be developed into an effective tool for weight loss and long-term behavior changes within children. Methods: The paper comprises a literature analysis and qualitative research design. Open-ended questionnaires were distributed to 3 clinicians and 18 children and analyzed using MaxQDA. Three independent variables age, gender and BMI were considered. Results: The research has identified four fundamental guidelines for gamified wearables for which a prototype was developed. These guidelines are in short: practical obesity management tool, appealing game-approach, challenging rewards and positive education. Personal emotional support was theoretically a fifth guideline but is not supported. Results could not reliably answer whether long-term behavior change can be triggered through gamified wearables.

Original languageEnglish
Publication statusPublished - 2018
Event24th Americas Conference on Information Systems 2018 - Hyatt Regency New Orleans, New Orleans, United States
Duration: 16 Aug 201818 Aug 2018
Conference number: 24
http://amcis2018.aisnet.org/

Conference

Conference24th Americas Conference on Information Systems 2018
Abbreviated titleAMCIS 2018
CountryUnited States
CityNew Orleans
Period16/08/1818/08/18
Internet address

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Obesity
Guidelines
Qualitative Research
Pediatric Obesity
Therapeutics
Reward
Weight Loss
Research Design
Education
Research

Cite this

Schulz, L., Spil, A. A. M., & de Vries, S. A. (2018). Gamified Wearables in Obesity Therapy for Youth. Paper presented at 24th Americas Conference on Information Systems 2018, New Orleans, United States.
Schulz, Luisa ; Spil, Antonius A.M. ; de Vries, Sjoerd A. / Gamified Wearables in Obesity Therapy for Youth. Paper presented at 24th Americas Conference on Information Systems 2018, New Orleans, United States.
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title = "Gamified Wearables in Obesity Therapy for Youth",
abstract = "Introduction: Obesity in children has become a global phenomenon. Most of the existing programs have only limited effects and often require an expensive and laborious multi-professional therapy. The aim of this study was to examine which guidelines for gamified wearables can be developed into an effective tool for weight loss and long-term behavior changes within children. Methods: The paper comprises a literature analysis and qualitative research design. Open-ended questionnaires were distributed to 3 clinicians and 18 children and analyzed using MaxQDA. Three independent variables age, gender and BMI were considered. Results: The research has identified four fundamental guidelines for gamified wearables for which a prototype was developed. These guidelines are in short: practical obesity management tool, appealing game-approach, challenging rewards and positive education. Personal emotional support was theoretically a fifth guideline but is not supported. Results could not reliably answer whether long-term behavior change can be triggered through gamified wearables.",
author = "Luisa Schulz and Spil, {Antonius A.M.} and {de Vries}, {Sjoerd A.}",
year = "2018",
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note = "24th Americas Conference on Information Systems 2018, AMCIS 2018 ; Conference date: 16-08-2018 Through 18-08-2018",
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Schulz, L, Spil, AAM & de Vries, SA 2018, 'Gamified Wearables in Obesity Therapy for Youth' Paper presented at 24th Americas Conference on Information Systems 2018, New Orleans, United States, 16/08/18 - 18/08/18, .

Gamified Wearables in Obesity Therapy for Youth. / Schulz, Luisa; Spil, Antonius A.M.; de Vries, Sjoerd A.

2018. Paper presented at 24th Americas Conference on Information Systems 2018, New Orleans, United States.

Research output: Contribution to conferencePaperAcademic

TY - CONF

T1 - Gamified Wearables in Obesity Therapy for Youth

AU - Schulz, Luisa

AU - Spil, Antonius A.M.

AU - de Vries, Sjoerd A.

PY - 2018

Y1 - 2018

N2 - Introduction: Obesity in children has become a global phenomenon. Most of the existing programs have only limited effects and often require an expensive and laborious multi-professional therapy. The aim of this study was to examine which guidelines for gamified wearables can be developed into an effective tool for weight loss and long-term behavior changes within children. Methods: The paper comprises a literature analysis and qualitative research design. Open-ended questionnaires were distributed to 3 clinicians and 18 children and analyzed using MaxQDA. Three independent variables age, gender and BMI were considered. Results: The research has identified four fundamental guidelines for gamified wearables for which a prototype was developed. These guidelines are in short: practical obesity management tool, appealing game-approach, challenging rewards and positive education. Personal emotional support was theoretically a fifth guideline but is not supported. Results could not reliably answer whether long-term behavior change can be triggered through gamified wearables.

AB - Introduction: Obesity in children has become a global phenomenon. Most of the existing programs have only limited effects and often require an expensive and laborious multi-professional therapy. The aim of this study was to examine which guidelines for gamified wearables can be developed into an effective tool for weight loss and long-term behavior changes within children. Methods: The paper comprises a literature analysis and qualitative research design. Open-ended questionnaires were distributed to 3 clinicians and 18 children and analyzed using MaxQDA. Three independent variables age, gender and BMI were considered. Results: The research has identified four fundamental guidelines for gamified wearables for which a prototype was developed. These guidelines are in short: practical obesity management tool, appealing game-approach, challenging rewards and positive education. Personal emotional support was theoretically a fifth guideline but is not supported. Results could not reliably answer whether long-term behavior change can be triggered through gamified wearables.

M3 - Paper

ER -

Schulz L, Spil AAM, de Vries SA. Gamified Wearables in Obesity Therapy for Youth. 2018. Paper presented at 24th Americas Conference on Information Systems 2018, New Orleans, United States.