Title
Smartlife Smart Clothing Gamification To Promote Energy-Related Behaviours Among Adolescents
Abstract
Inactivity and high sedentary behavior among adolescents are main societal problems. Unhealthy lifestyles place a large burden on society and promoting healthy lifestyles is thus key for health, wellness and economic prosperity. These non communicable diseases and unhealthy lifestyles furthermore occur more often among lower socio-economic groups, which indicates a need for healthy lifestyle promotion programs to help reduce health inequalities and improve social inclusion. The SmartLife project aims to create a mobile game that requires lower body movement, and is personalized by physiological feedback measured by smart textiles. Personalization via smart textiles can present a game challenge achievable for the current fitness level of the player and can adjust this based on activity levels during game play. This approach can improve current exergames to achieve a higher level of intensity in physical activity, needed to create a health impact, and can do so considering what is achievable for the person and hence reduce drop-out and injury risks.
Year
Venue
Keywords
2017
2017 INTERNATIONAL CONFERENCE ON ENGINEERING, TECHNOLOGY AND INNOVATION (ICE/ITMC)
e-health, exergames, smart textiles, data analytics
DocType
ISSN
Citations 
Conference
2334-315X
0
PageRank 
References 
Authors
0.34
0
9
Name
Order
Citations
PageRank
Ruben Costa167.69
Pedro Oliveira252.22
António Grilo300.68
Ayla Schwarz400.68
Greet Cardon542.15
Ann Desmet6525.74
Josue Ferri700.34
Jorge Domenech800.34
Andrew Pomazanskyi900.68