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 language | English |
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Pages | 259 - 263 |
DOIs | |
Publication status | Published - 16 Dec 2015 |
Event | 15th International Conference on Interactive Mobile Communication Technologies and Learning: Smart Mobile Communication & Artificial Intelligence - Porto Palace Hotel, Thessaloniki, Greece Duration: 9 Nov 2023 → 10 Nov 2023 Conference number: 1211 https://imcl-conference.org/current/ https://www.imcl-conference.org/current/ http://imcl-conference.org/imcl2015/ |
Conference
Conference | 15th International Conference on Interactive Mobile Communication Technologies and Learning |
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Abbreviated title | IMCL2023 |
Country/Territory | Greece |
City | Thessaloniki |
Period | 9/11/23 → 10/11/23 |
Internet address |
Bibliographical note
© 2016 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.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