Integrating gamification into a system to improve diet compliance for elderly users

L. M. Van Der Lubbe, M. C.A. Klein

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Abstract

Nowadays, gamification is applied in many areas, including healthy lifestyle promotion. In earlier work, a system has been proposed to stimulate diet compliance and adherence of participants of a trial within the PROMISS-project. In this paper, we describe the design of a gamified version of this system. The goal of the gamification is to further stimulate diet compliance and adherence to the system, but also to increase the knowledge about the diet and make the use of the system more fun. To do so, we implemented gamification elements (profile page, achievements, mini-games, and a reward garden) to address multiple behaviour change techniques. Based on a small evaluation, the system has been improved so that it can be used by participants of the PROMISS trial. At the end of this paper, future improvements are suggested in the future work section

Original languageEnglish
Title of host publicationGoodTechs '20
Subtitle of host publicationProceedings of the 6th EAI International Conference on Smart Objects and Technologies for Social Good
PublisherAssociation for Computing Machinery
Pages150-155
Number of pages6
ISBN (Electronic)9781450375597
DOIs
Publication statusPublished - Sept 2020
Event6th EAI International Conference on Smart Objects and Technologies for Social Good, GOODTECHS 2020 - Virtual, Online, Mexico
Duration: 14 Sept 202016 Sept 2020

Publication series

NameACM International Conference Proceeding Series

Conference

Conference6th EAI International Conference on Smart Objects and Technologies for Social Good, GOODTECHS 2020
Country/TerritoryMexico
CityVirtual, Online
Period14/09/2016/09/20

Funding

This work was supported by the European Union Horizon2020 PROMISS Project ‘PRevention Of Malnutrition In Senior Subjects’ (grant agreement no. 678732).

FundersFunder number
European Union Horizon2020
Horizon 2020 Framework Programme678732

    Keywords

    • diet compliance
    • elderly users
    • Gamification

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