Development of the smart phone serious game for managing the childhood obesity and forming diet habits, named “With-Mom Childhood Obesity Management (WMCOM)”
Presenter: Meihua Piao, Assistant Professor Cheju Halla University, KR
Jeongeun Kim, Professor Seoul National University, KR
Event: Games for Health Europe 2015 Conference
Date: 03 NOV 2015 / 14:00 - 15:30
Location: Session Room 3, Jaarbeurs Utrecht
Similar a Development of the smart phone serious game for managing the childhood obesity and forming diet habits, named “With-Mom Childhood Obesity Management (WMCOM)”
Similar a Development of the smart phone serious game for managing the childhood obesity and forming diet habits, named “With-Mom Childhood Obesity Management (WMCOM)” (20)
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Development of the smart phone serious game for managing the childhood obesity and forming diet habits, named “With-Mom Childhood Obesity Management (WMCOM)”
1. Development of the smart phone serious game for managing the
childhood obesity and forming diet habits, named
“With-Mom Childhood Obesity Management
(WMCOM)
Meihua Piao , Jeongeun Kim
College of Nursing, Seoul National University
This work was supported by the National Research Foundation of Korea(NRF)
grant funded by the Korea government(MSIP) (No.2010-0028631)
4. Purpose of the study
• Develop the With-Mom Childhood Obesity Management (WMCOM) smart
phone serious game (SSG).
• Analyze the effectiveness of the SSG for weight control.
• Habit formation theory based on “context-specific repetition” is used as the
approach method
6. What is the problem?
Competition Life
Anxiety
Stress
Obesity
Night study
Late night snack
Fast food intake
7. Watching TV
31%
Computer game
& Internet
26%
Communication
10%
Self development
9%
Religious activity
4%
Rest
5%
Sports activity
5%
Others
10%
Children and Adolescents’
Leisure activity
(Weekend)
8. Habit formation
Cue: Certain time
Certain situation
Routine: Repetition of
simple behavior
Reward: Intrinsic reward
Extrinsic reward
9. Routine: Repetition of simple behavior
The Five Rules
1. Eat Breakfast
2. Have three meals a day (Eat slowly, chew the food
thoroughly)
3. Eat plenty of vegetables
4. Exercise 3 times a week
5. Use computer/Watching TV time less than 2 hours
a day
Mission Pool
Diet
Exercise
Level 1
Level 2
Level 3
Level 1
Level 2
Level 3
10. Mission Pool Sample
Diet
Level 1 Drink a cup of milk before go to school
Level 2
When having lunch at school, eat the food slowly for over 20
minutes
Level 3 Don’t eat snack after 8 pm
Exercise
Level 1 Walk 5,000 steps 30 minutes after dinner
Level 2 Stand up for 10 minutes while watching TV
Level 3 Play football for 1hours on Sunday morning
From simple to complex
11. Reward
• Compliment message
• Smile face
• Avatar shape change
• Point
• Badge
• Show daily ranking
• Level up (leadership authority)
Intrinsic (by Mother) Extrinsic (by App Manager)
13. Scenario: With Mom Mission
Mission Drink a cup of
milk
Time at 7am
Repeat 5 days/week
Duration 2 weeks
My
Mission
Child: Drink milk at 7am, 5days/week, in 2 weeks
Mission
Mother: Make & Provide milk
Mother
Yes NO
Get Game Point
Show Ranking
Child
Yes NO
Get Game Point, badge
Encourage message from mother
Upgrade my Avatar
Show Progress
Cue: alarm
14. Scenario: With Friends Mission
Mission Eat breakfast
Time at 7am
Repeat 5 days/week
Duration 2 weeks
Our
Mission
If the child has enough Point, Level up as Leader
Leader Authority
• Group name
• Group mission
• Group goal
• Recruit team member
I’m Leader
Kim
Joy Group
Group Mission
YES NO
Trophy
Upgrade Avatar
Continue the group
Or
Re-grouping
15. To sum up the points
• Mother & child interaction
• Peer group cooperation
• Habit formation
GAME USER
• Place great importance on their
peer group
• Craving for being
loved, known & not isolated
Notas del editor
청소년 비만율이 높아지는 이유는 뭘까요?
비만율이 높은 아이들의 특징은
1. 주1회 패스트 푸드 섭취
그리고, 경쟁이 생활화된 학생들의 불안증이 스트레스를 높이는 원인으로도 비만율 상승의 원인이라고 볼 수 있게는데요~
2. 대한민국 구조상 스트레스와 박탁감, 무려감, 공허함이 스트레스 증상으로 이어지는 비만의 원인
또 , 밤새워 공부를 하다보면 야식을 과하ㅔ 먹는등 평소보다 더 많은 칼로리의 음식을 섭취하게 되는것도 원인이라고 볼 수 있습니다
Habit Formation Theory Context-Specific Repetition
Carrying out the target behavior repeatedly in the same situation to increase the automaticity of the behavior until it becomes a habit.