Project

Smart Clothing Gamification to promote Energyrelated Behaviours among Adolescents

Acronym
Smartlife
Code
41T09117
Duration
01 January 2017 → 31 December 2018
Funding
European funding: framework programme
Research disciplines
  • Medical and health sciences
    • Other medical and health sciences not elsewhere classified
Keywords
Adolscents
 
Project description

Energy-related  behaviours (physical activity, sedentary behaviour) are main modifiable determinants of several non-communicable health conditions, e.g. diabetes type2, overweight and obesity, and track into adulthood. Promoting these behaviours among youngsters  can have great health and societal gains. Meeting recommended levels for these behaviours is especially low among adolescents, girls and those of lower socio-economic status. An intervention to promote energy-related behaviours among adolescents is thus indicated , and may also address social inclusion.

Exergames, which require movement to be played, have great yet underused  potential to to promote these behaviours. To fully utilise this potential, exergames need to promote moderate-to-vigorous physical activity; need to be tailored to the individual user; and need to be more engaging.

The SmartLife project  aims to create such an exergame.