A mobile serious game for lifestyle change: Conveying nutritional knowledge and motivation through play

Ian Dunwell, Rory Dixon, D. Morosini

Research output: Contribution to conferencePaper

7 Citations (Scopus)
42 Downloads (Pure)

Abstract

This paper describes work in progress to create a serious game integrated with an ecosystem of services towards overall project goals of ethically recording, analysing, and motivating adolescent behaviour towards healthier long-term lifestyle. The design outlines an approach that minimises textual and dialogic content in favour of experiential and abstract elements, reflecting existing evidence alongside the need to provide a motivation for users to engage with a wider suite of apps and technologies. Illustrating the use of “freemium” mechanics commonly used to incentivise in-app purchases as a motivator, this paper discusses their use as means towards instead incentivising the use of services to promote a healthier lifestyle. An additional mechanic sources and applies nutritional information from a large database to create a deck of food “cards”, with which the player is challenged to apply their understanding of nutrition to create in-game rewards. Preliminary findings from pre-pilot focus group evaluations with adolescents aged 14-16 (n~10) in Italy and Spain demonstrate enthusiasm for the approach taken to linking real-world behaviour with in-game rewards, as well as potential differences in reception to visual style options between sites and cultures.
Original languageEnglish
Pages259 - 263
DOIs
Publication statusPublished - 16 Dec 2015
Event2015 International Conference on Interactive Mobile Communication Technologies and Learning - Thessaloniki, Greece
Duration: 19 Nov 201520 Nov 2015

Conference

Conference2015 International Conference on Interactive Mobile Communication Technologies and Learning
Abbreviated titleIMCL
CountryGreece
CityThessaloniki
Period19/11/1520/11/15

Bibliographical note

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Keywords

  • computer games
  • mobile communication
  • mobile learning
  • healthier long-term lifestyle
  • lifestyle change
  • mobile serious game
  • nutritional information
  • nutritional knowledge
  • adolescent lifestyle intervention
  • game design
  • mobile game-based learning
  • serious games
  • Context
  • Ecosystems
  • Entertainment industry
  • Games
  • Land mobile radio
  • Wearable sensors

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  • Cite this

    Dunwell, I., Dixon, R., & Morosini, D. (2015). A mobile serious game for lifestyle change: Conveying nutritional knowledge and motivation through play. 259 - 263. Paper presented at 2015 International Conference on Interactive Mobile Communication Technologies and Learning, Thessaloniki, Greece. https://doi.org/10.1109/IMCTL.2015.7359599