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Gamified wearables in obesity therapy for youth : successful fundamental app design guidelines

Schulz, Luisa Marie (2017) Gamified wearables in obesity therapy for youth : successful fundamental app design guidelines.

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Abstract:Obesity has become a global phenomenon. Existing obesity programs for children and adolescents have only limited effectiveness because more than 50% of the times the weight is regained after treatment ends. Obesity treatment requires a multi-professional therapy that is time consuming and expensive. In recent years’ science has started to examine the possibility of therapy enhancement through the use of technology. The aim of this study was to examine which guidelines for gamified wearables can be developed into an effective tool for weight loss and trigger long-term behavior change within children. The thesis comprises an extensive literature analysis and a qualitative research design. Open-ended questionnaires were distributed and later analyzed with the software MaxQDA. The research has identified fundamental guidelines for gamified wearables that have potential to compliment traditional obesity enhancing weight loss. The second question investigated the impact for gamified wearable to trigger long-term behavior change cannot be reliably answered. Conclusions were drawn for the independent variables age and gender. The independent variable BMI, due to a too small sample size, was inconclusive. Based on the identified fundamental guidelines a prototype was developed composed of 1. Game-approach 2. Rewards 3. Obesity management tools and 4. Education.
Item Type:Essay (Master)
Faculty:BMS: Behavioural, Management and Social Sciences
Subject:44 medicine, 77 psychology, 85 business administration, organizational science
Programme:Business Administration MSc (60644)
Link to this item:https://purl.utwente.nl/essays/72929
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