A Conceptual Model for Designing a Gamified Intermittent Fasting Mobile App

S. Ansong, N. A. Iahad
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引用次数: 2

Abstract

Mobile health (m-health) applications, are widely used across various platforms for different purposes. One application is for self-monitoring to ensure achievement of goals. Specifically, in the area of wellness, there has been a rise in the use of mobile apps for intermittent fasting (IF). Previous researchers have identified the determinants that leverage the intention to continue to use mobile phone wellness apps. Studies on the use of IF mobile apps for self-monitoring weight loss still indicate the lack of a catalyst (gamification) to persuade users to prolong use. With the growing interest in the area of gamification in healthcare and behaviour change support systems, this study proposes a model for designing IF mobile apps that embed gamification
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设计游戏化间歇性禁食移动应用的概念模型
移动医疗(移动医疗)应用程序在各种平台上被广泛用于不同目的。一种应用是自我监控,以确保实现目标。具体来说,在健康领域,使用间歇性禁食(IF)的移动应用程序的人数有所增加。之前的研究人员已经确定了影响人们继续使用手机健康应用程序的决定因素。对使用IF手机app进行自我减肥监测的研究仍然表明,缺乏一种催化剂(游戏化)来说服用户延长使用时间。随着人们对医疗保健和行为改变支持系统中游戏化领域的兴趣日益浓厚,本研究提出了一个设计嵌入游戏化的IF移动应用程序的模型
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