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Persuasive Health Games Matthew Ellis, Congmin Liu, Pei Pei, Sneha Sherma, Tiffanie Smith - 2014

Informations

Support : Références scientifiques
Auteur(s) : Matthew Ellis, Congmin Liu, Pei Pei, Sneha Sherma, Tiffanie Smith
Editeur : CPSC 414/614 Human Computer Interaction
Date : 2014
Langue : Langue


Description

ABSTRACT

 

Obesity and being overweight has become an increasing trend in America’s society over the last decade. This disease is not only affecting adults, but children as well. This statistic continues to rise due to controllable and uncontrollable factors, including poor nutrition and unfortunate medical conditions. Researchers have turned to persuasive technology in the form of health games to attack the “Battle of the Bulge.” These games fall into three different categories: exergames, casual games and serious games. Our paper will explore these three types of technology and the effect they intend to have in turning America into a healthier place.

 

References (1):

 

Djaouti, D., Alvarez, J., Jessel, J. P., & Rampnoux, O. (2011). Origins of serious games. In Serious Games and Edutainment Applications (pp. 25-43). Springer London.



Mots-clés : Persuasive technology, Health games, Casual games, Exergames, Serious games