ProViTao videogames for promoting healthy habits
The ProViTao project is an initiative aimed at helping children with obesity problems to overcome this disease in a fun and effective way through the use of gamification. In an obesity treatment of nine months, only the first three are supervised by a medical team into the hospital. After that period, the treatment is relegated to the family for th...
The paper contributes to the knowledge of Supply Chain performance measurement in the framework of the hospital logistics from the application of the Balanced Scorecard (BSC). As a general goal, the development of a methodology for measuring the performance of the drug supply network at the University Hospital La Samaritana (HUS) is proposed, so as...
The World Health Organisation considers obesity to be a highly worrying epidemic, resulting from inadequate life and dietary choices. There are several mobile applications that calculate food intake and calories. Other research has shown that these systems use gamification strategies to motivate people's weight control. This work presents an analysis of three applications, in order to understand if the gamification is used superficially and sporadically, or if it is part of continuous strategies of engagement. Therefore, the game elements and design techniques are highlighted and discussed. The main findings reflect applications are based on some game elements, but they have not grounded these systems on the consumer journey. An analysis of weight control applications was conducted allowing the identification of its main features: control meal management, calories intake counter, predictions and plan for weight loss or gain. Game mechanics were also found, pointing to the use of gamification strategies, but in a superficial dimension, as this study shows.