Treatment of children obesity and diabetes through gamification: a case of study

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Date

2019-10-16

Authors

Gómez del Río, N.
González-González, C. S.
Martín-González, R.
Navarro-Adelantado, V.
Toledo-Delgado, P.
Marrero-Gordillo, N.
Barrios-Fleitas, Y. C.
Armas-Ramos, H.
García-Peñalvo, F. J.

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Publisher

ACM

Abstract

Childhood obesity is nowadays a global epidemic. This illness sometimes comes with another associated problem, like Diabetes type II. In this paper we present a case of study about the results of the application of a gamified educational program. A 3-year longitudinal and prospective study was conducted a patient with obesity and diabetes. Different assessments regarding the health state of the patient have been developed (family background, physical/medical, emotional state and physical activity). Using Positive outcomes have been obtained in their medical registers and also, in their health habits. Thus, the application of gamification strategies in the educational program has positive impact in the health.

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Keywords

Obesity, Diabetes, Gamification, Technology

Citation

N. Gómez del Río et al., "Treatment of children obesity and diabetes through gamification: a case of study," in TEEM’19 Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality (Leon, Spain, October 16th-18th, 2019), M. Á. Conde-González, F. J. Rodríguez-Sedano, C. Fernández-Llamas and F. J. García-Peñalvo, Eds. ICPS: ACM International Conference Proceedings Series, pp. 452-458, New York, NY, USA: ACM, 2019. doi: 10.1145/3362789.3362935.

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