The Gamification of Health and Fitness to Reduce Childhood Obesity 5 th Annual Freshman Engineering Program Honors Research Symposium Whitney Gall Department of Industrial Engineering Seth Washispack Department of Biomedical Engineering Faculty Mentor: Dr. Craig Thompson Department of Computer Science and Computer Engineering Tuesday, December 15, 2015
Problem • Increases in obesity – Alarming increase in childhood obesity – Obese children: 5% to 17% in past three decades – 70% will carry their obesity into adulthood • Health Care Costs – In 2006, cost $1,429 more for obese patients – In 2008, cost for obesity-related issues entailed $147 billion Washispack, Gall 5th Annual FEP Honors Research Symposium 2
Objective • Work with nurses, kinesiology, nutrition, education and computer specialists • Co-design health and fitness mini-games that fit into a game framework • Quantitatively express improvement • Increase knowledge of healthy choices • Encourage behavior changes • Reduce obesity Washispack, Gall 5th Annual FEP Honors Research Symposium 3
Background • Knowledge = Power • Eight hours at school • 2-3 meals provided by the school • Low-income areas: – Possess fewer playgrounds – Safety worries with outdoor play – Leads to excessive inside activities Washispack, Gall 5th Annual FEP Honors Research Symposium 4
Background • Gaming industry is exploding • Gamification is a new trend – Use gaming techniques – Use curriculum – Increase knowledge – Change behavior Washispack, Gall 5th Annual FEP Honors Research Symposium 5
Background Fitbit Up • Syncs with smart phone • Syncs with smart phone • Measures: • Measures: – Floors walked (elevation) – Steps taken – Steps taken – Food eaten – Calories burned – Sleep quality – Sleep Quality • Join challenges • Reminds user to move Example Example of of Fitbit Up wristband Washispack, Gall 5th Annual FEP Honors Research Symposium 6
Tasks • 1. Understand gamification, curriculum and need • 2. Discuss • 3. Design • 4. Test • 5. Document Washispack, Gall 5th Annual FEP Honors Research Symposium 7
Approach Accomplish • Brainstorm topics for understanding • Game framework – Smaller individual games – Communicates with user interface • Ability for expansion – Health and Fitness Gamification • Be able to create other games with any curriculum • Compelling for other age groups – Other Disciplines • Use form store any information Washispack, Gall 5th Annual FEP Honors Research Symposium 8
Approach Accomplish • Our minigame - Record Keeper – Enables user to manually log exercise sessions for any exercise – Implementation languages • Hypertext Markup Language (HTML5) • Hypertext Processor (PHP) • myStandard Query Language (mySQL) – Content • Data Input: e ntry, amount, unit • Keeps track of history Washispack, Gall 5th Annual FEP Honors Research Symposium 9
Future Development • Canvas Element – Aptitude over time • Point System – Nutricoins – Exercoins • Implementation – Government grant – Pre- and post-tests • Third party additions – Self-sustained – Monitored Washispack, Gall 5th Annual FEP Honors Research Symposium 10
References • 1. “Adolescent and School Health.” Centers for Disease Control and Prevention. Centers for Disease Control and Prevention, 07 June 2012. Web. 07 Nov. 2012. http://www.cdc.gov/healthyyouth/obesity/facts.htm • 2. “Jawbone.” Jawbone.com. N.p.. n.d. Web. 07 Nov. 2012. https://jawbone.com/up • 3. The Surgeon General’s Vision for a Healthy and Fit Nation. Rockville, MD: U.S. Department of Health and Human Services, Office of the Surgeon General, January 2010. http://www.surgeongeneral.gov/initiatives/healthy-fit- nation/index.html • 4.“Wearability.” Fitbit.com.. N.p.. n.d. Web. 07 Nov. 2012. http://www.fitbit.com/ Washispack, Gall 5th Annual FEP Honors Research Symposium 11
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