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Creating physically active games for young adolescents

Published: 12 June 2012 Publication History

Abstract

Obesity became a serious issue and many governments campaign encouraged interventions that can promote healthier lifestyles. Psychological theories and models in health mapped out the factors that can support or repulse individuals to change behaviour. Forming intentions is important to promote a behaviour change however quite often they are not implemented. One way to encourage people to be healthier can be addressed through games. Therefore, a qualitative research in the field of design has been undertaken to find out how games can be created to encourage physical activity among young adolescents aged 11--14 on a daily basis and on a long term period.

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  • (2017)Identifying Patterns in IDC ResearchProceedings of the 2017 Conference on Interaction Design and Children10.1145/3078072.3079739(107-116)Online publication date: 27-Jun-2017

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IDC '12: Proceedings of the 11th International Conference on Interaction Design and Children
June 2012
399 pages
ISBN:9781450310079
DOI:10.1145/2307096

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  • didactalab: didactalab
  • IMIS: Institut für Multimediale und Interaktive Systeme

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Association for Computing Machinery

New York, NY, United States

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Published: 12 June 2012

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Cited By

View all
  • (2019)Munchy Monster: Using video gaming to objectively evaluate front‐of‐pack labelling strategies for school‐aged childrenPackaging Technology and Science10.1002/pts.245132:8(395-404)Online publication date: 20-Jun-2019
  • (2017)Identifying Patterns in IDC ResearchProceedings of the 2017 Conference on Interaction Design and Children10.1145/3078072.3079739(107-116)Online publication date: 27-Jun-2017

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