2018
DOI: 10.1177/2042018818770938
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Efficacy of gamification-based smartphone application for weight loss in overweight and obese adolescents: study protocol for a phase II randomized controlled trial

Abstract: The benefits of the proposed study include mid-term effects in weight reduction for overweight and obese adolescents. The current proposal will contribute to fill a gap in the literature on the mid-term effects of gamification-based interventions to control weight in adolescents. This trial is a well-designed RCT that is in line with the Consolidated Standards of Reporting Trials statement.

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Cited by 23 publications
(14 citation statements)
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“…Important factors in the formation of favorable conditions for the successful implementation of higher education programs are as follows: timely improvement of the education system [5], successful implementation of personnel policy that would satisfy employees and students of HEIs [6,7], improvement of personnel training [8], conflict-free interpersonal relationships [9], teachers' motivation [10], etc. In recent decades, the elements of gamification have been widely used in psychology [11,12], education [13,14], business [15], marketing, social networks [16], health care service [17,18] and in other areas. In marketing practice, gamification is used to influence the behavior of consumers and increase the interest of buyers (consumers) in a particular product or service [19].…”
Section: Introductionmentioning
confidence: 99%
“…Important factors in the formation of favorable conditions for the successful implementation of higher education programs are as follows: timely improvement of the education system [5], successful implementation of personnel policy that would satisfy employees and students of HEIs [6,7], improvement of personnel training [8], conflict-free interpersonal relationships [9], teachers' motivation [10], etc. In recent decades, the elements of gamification have been widely used in psychology [11,12], education [13,14], business [15], marketing, social networks [16], health care service [17,18] and in other areas. In marketing practice, gamification is used to influence the behavior of consumers and increase the interest of buyers (consumers) in a particular product or service [19].…”
Section: Introductionmentioning
confidence: 99%
“…Gamification is an application that integrates both game mechanics and game dynamics with the support of a virtual learning environment, offering various benefits to humans [ 12 ]. Previous studies have investigated the development and usage of gamification across disciplines.…”
Section: Introductionmentioning
confidence: 99%
“…Gamification researchers have also explored personality types that can predict players’ preferences for game elements and mechanics [ 7 ], as well as energy-related behaviors that are necessary to engage residential customers in energy application enabled by smart meters [ 16 ]. Interestingly, many researchers have designed gamification-based applications to capture consumers’ fun and “gameful” experiences [ 9 ] and to observe weight loss in overweight and obese adolescents, which eventually improves their health conditions [ 12 ]. On the other hand, Zhang et al [ 17 ] used gamification for cognitive bias modification.…”
Section: Introductionmentioning
confidence: 99%
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