Abstract

In this paper, we present the design and deployment of a mobile game titled "FitBit Garden" that encourages children to be physically active by representing the activity levels tracked via a FitBit pedometer in a garden ecosystem. The garden flourishes and grows as children and their parents take positive actions in the real world to improve the child's physical activity. These actions are then manifested into the virtual world via the mobile app. The paper presents the design of the intervention, the methods developed to collect and analyze data and the results of the usability study to determine form, function and acceptability of the intervention.

Original languageEnglish (US)
Title of host publicationDH 2017 - Proceedings of the 2017 International Conference on Digital Health
PublisherAssociation for Computing Machinery
Pages200-201
Number of pages2
VolumePart F128634
ISBN (Electronic)9781450352499
DOIs
StatePublished - Jul 2 2017
Event7th International Conference on Digital Health, DH 2017 - London, United Kingdom
Duration: Jul 2 2017Jul 5 2017

Other

Other7th International Conference on Digital Health, DH 2017
CountryUnited Kingdom
CityLondon
Period7/2/177/5/17

Keywords

  • Design
  • Games
  • Mobile
  • Obesity
  • Physical activity

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Computer Networks and Communications
  • Computer Vision and Pattern Recognition
  • Software

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  • Cite this

    Amresh, A., Lyles, A., Small, L., & Gary, K. (2017). FitBit garden: A mobile game designed to increase physical activity in children. In DH 2017 - Proceedings of the 2017 International Conference on Digital Health (Vol. Part F128634, pp. 200-201). Association for Computing Machinery. https://doi.org/10.1145/3079452.3079457