2010
DOI: 10.1109/mprv.2010.41
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It's Time to Eat! Using Mobile Games to Promote Healthy Eating

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Cited by 105 publications
(62 citation statements)
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“…Of the 4818 titles identified from the database search, 64 articles were included: 9 reporting dietary self-monitoring trials (38)(39)(40)(41)(42)(43)(44)(45)(46), 18 reporting nutritionimprovement trials (36,(47)(48)(49)(50)(51)(52)(53)(54)(55)(56)(57)(58)(59)(60)(61)(62)(63), 30 reporting applicationdevelopment projects (37,, and 7 reporting qualitative studies with consumers (93)(94)(95)(96)(97)(98)(99). Five reports were published in 2016, 16 each in 2015 and 2014, 11 in 2013, and 16 between 2008 and 2012.…”
Section: Overviewmentioning
confidence: 99%
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“…Of the 4818 titles identified from the database search, 64 articles were included: 9 reporting dietary self-monitoring trials (38)(39)(40)(41)(42)(43)(44)(45)(46), 18 reporting nutritionimprovement trials (36,(47)(48)(49)(50)(51)(52)(53)(54)(55)(56)(57)(58)(59)(60)(61)(62)(63), 30 reporting applicationdevelopment projects (37,, and 7 reporting qualitative studies with consumers (93)(94)(95)(96)(97)(98)(99). Five reports were published in 2016, 16 each in 2015 and 2014, 11 in 2013, and 16 between 2008 and 2012.…”
Section: Overviewmentioning
confidence: 99%
“…Excessive data entry for setup and logins was reportedly undesirable (36,93,98,99). Crowdsourcing data from users was useful for providing a comprehensive back-end food database (53,58) and tailoring feedback on meal healthiness (62). Within nutrition improvement trials it was found that staggered deployment of features (rolling out new features over time) helped maintain participant engagement with the application (52).…”
Section: Evaluation Of Featuresmentioning
confidence: 99%
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“…These new policy options would be closely linked to serious games, 26 which comprise, rather vaguely, all games with purposes complementary to entertainment, such as training skills or promoting given values or behaviours (Susi, Johannesson, & Backlund, 2007). In spite of the many opportunities for so-called mobile edutainment (De Freitas & Griffiths, 2008) and apart from a few exceptions in the health domain and some educational games for children (see Pollak et al, 2010), the landscape of mobile serious games is rather disappointing.…”
mentioning
confidence: 99%