eHealth 360°. International Summit on eHealth, Budapest, Hungary, June 14-16, 2016, Revised Selected Papers

Research Article

Games and Gamification for Healthy Behaviours: The Experience of PEGASO Fit 4 Future

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  • @INPROCEEDINGS{10.1007/978-3-319-49655-9_14,
        author={Maria Guarneri and Paolo Perego},
        title={Games and Gamification for Healthy Behaviours: The Experience of PEGASO Fit 4 Future},
        proceedings={eHealth 360°. International Summit on eHealth, Budapest, Hungary, June 14-16, 2016, Revised Selected Papers},
        proceedings_a={EHEALTH360},
        year={2017},
        month={1},
        keywords={Gamification PEGASO Health game Behaviour change Nutrition},
        doi={10.1007/978-3-319-49655-9_14}
    }
    
  • Maria Guarneri
    Paolo Perego
    Year: 2017
    Games and Gamification for Healthy Behaviours: The Experience of PEGASO Fit 4 Future
    EHEALTH360
    Springer
    DOI: 10.1007/978-3-319-49655-9_14
Maria Guarneri1,*, Paolo Perego1,*
  • 1: Politecnico di Milano
*Contact email: mariarenata.guarneri@polimi.it, paolo.perego@polimi.it

Abstract

Challenging teenagers in the context of their own areas of interest, Pegaso Fit 4 Future - aims to promote sustainable behaviours geared towards achieving healthy lifestyles. Behaviour-change techniques are applied as a preventative measure to accomplish positive behaviour change outcomes. Pegaso Fit 4 Future is a EU funded project whose objective is the development of a behaviour change platform targeting teenagers in preventing obesity and related comorbidities. The overall approach is based on three main elements: a Smartphone as central element and agent for behaviour change (through a set of coordinated apps); a sensors system for self-monitoring; games and gamified approach to support user engagement and awareness. The paper describes the project focusing on the gaming aspects. Games have been identified as key element in the PEGASO strategy since its conception. After the initial requirements definition phase, a threefold approach to gaming has been adopted in order to address in an integrated strategy the following dimensions of behaviour change: motivational, social and educational aspects. This paper describes this aspect with three different mini-game developed under the project.